Combat School Training feat

Prerequisite: You must meet the prerequisites of your chosen combat school.

You have gained acceptance into a school that teaches a combat style.

When you first take this feat, you must choose a combat school to join and you gain 2 resolve dice. You must be proficient in the weapons your chosen school teaches and you must wield those weapons to gain any benefits from your chosen school. You gain the first tier (journeyman) benefits of your chosen school.

You may take this feat again to gain the next tier (master) benefits of your chosen school. When you take this feat again to become a master of your chosen school, your resolve die changes to a d8 and you gain an additional resolve die.

Combat Schools of Arcanis

Warriors across the Known Lands have spent years perfecting the art of combat. Over the years, masters of various weapons and styles of combat have taken on apprentices and formed schools to pass on their techniques.

When you join a combat school, by taking the Combat School Training feat, you gain the journeyman benefits of that combat school. You gain the master benefits once you take the feat a second time. Once you join a combat school, you cannot join another one until you are a master in your first combat school.

Most combat schools have prerequisites that must be met before you join them. You can join a combat school at the same time as you meet its prerequisites.

All combat schools grant a mixture of maneuvers and techniques, as well as some physical training. Combat schools require specific weapons or combinations of weapons. You cannot use the maneuvers or techniques from a combat school unless you are both proficient in and wielding the school’s specified weapons.

Combat schools use resolve to power their maneuvers and techniques. If a maneuver or a technique requires a saving throw, your combat school will tell you how to determine the DC.

Maneuvers: These are the signature moves of a school and require the expenditure of resolve dice. You can use only one maneuver per attack.

Techniques: These are the skills of a school. They do not require resolve dice and grant a passive benefit if you are using the combat school’s weapons.

Resolve: Martial maneuvers and techniques require cunning, strength, timing and panache, all of which are represented by resolve dice. Resolve dice are d6’s. You recover all expended resolve die after completing a short or long rest.

When you take the Combat School Training feat a second time to become a master in a combat school, your resolve die increases to a d8.



Arrow Storm

It is believed that this style originated among the elorii who stalk the borders of the Vastwood, where the dense foliage prevents their archers from forming ordered battle lines, requiring them to move quickly among the detritus of those dark woods. Over the past few centuries, with contact with the elorii more common, nearly every nation has developed their own version of the fighting style.

Requirements: Proficiency with either longbow or shortbow, Dexterity of 13 or higher.

Weapons: Longbow and shortbow

Maneuver and Technique: DC = 8 + your Dexterity modifier + your proficiency bonus.

Journeyman

Double Arrow (Maneuver): As a bonus action you may spend 1 resolve die to notch two arrows for a single ranged weapon attack. You roll a single attack roll against one target or two different targets which must be within 10 feet of each other.

Always Armed (Technique): You may use your arrows as melee weapons. Arrows are considered light weapons which deal 1d4 piercing damage and possess the finesse quality.

Snap Shot (Technique): If you start the combat with an arrow nocked and are not surprised you may make a single attack with your bow against one target within 30 feet. You may not apply sneak attack dice, smites, or maneuvers to this attack.

Master

Improved Resolve Die: Your resolve die increases to d8.

Ranged Disarm (Maneuver): When you successfully hit a creature with a ranged weapon attack you may spend 1 resolve die as a reaction. Roll the resolve die you spent and add the result to the damage dealt. Your target must make a successful Dexterity saving throw or drop an object they are holding, which falls at their feet. If your target is holding one or more items, you choose which one they drop. You cannot disarm shields, worn weapons, or anything that is strapped onto the person.

Quick Reactions (Technique): You may take opportunity attacks with your bow as if you had a reach of 10 feet.

Close Quarters Archery (Technique): Attacking with a longbow or shortbow in melee does not impose disadvantage on your ranged weapon attack rolls.



Crushing Wave

Developed by the Sea Lords, this fighting style has since spread to other Yarris faithful and gladiators. The style relies on using a net in the off-hand to distract and entangle an opponent so that they can be finished off with a few thrusts of a trident.

Requirements: Strength (Athletics) and proficiency with trident and net.

Weapons: Net and trident

Maneuver and Technique: DC = 8 + your Strength or Dexterity modifier + your proficiency bonus.

Journeyman

Disarm Foe (Maneuver): When you successfully hit a creature with a melee weapon attack, you may spend 1 resolve die as a reaction. Roll the resolve die you spent and add the result to the damage dealt. Your target must make a successful Dexterity saving throw or drop their weapon. If your target is wielding more than one weapon, you choose which one they drop.

Shielding Net (Technique): While wielding a net in your off hand, you increase your AC by +2.

Netting (Technique): You do not suffer disadvantage for throwing a net while in melee combat. Additionally, if you miss with your attack you may reset the net as a bonus action, allowing you to attack with it a second time during the same attack action.

Master

Improved Resolve Die: Your resolve die increases to d8.

Entangling Defense (Maneuver): Anytime you are the target of a melee weapon attack, as a reaction you may spend 1 resolve die to entangle your opponent in your net. This reaction is resolved prior to the triggering attack. The attacker must make a Dexterity saving throw or become restrained.

Flowing Sand (Technique): Anytime you score a critical hit or reduce a creature to 0 hit points with a melee attack, as a reaction you may move up to 10 feet and make a single melee attack.

Deadly Strike (Technique): When you take the Attack action, you may choose not to apply your proficiency bonus to your attack roll. If your attack hits, you deal additional damage equal to double your proficiency bonus. This damage is of the same type as your weapon.



Dimachaerus Style (Twin Sword Style)

Prerequisites: Former Slave or Veteran background, or Dexterity 13 or higher

Originally developed by early gladiators in the arena and still used to thrill the crowd, Dimachaerus style is also used by officers of the legions of Coryan. Since they do not normally carry a shield, it gives them an edge in cutting their way free of a fight and returning to command their troops.

Maneuver and Technique DC: 8 + your Dexterity modifier + your proficiency bonus

Weapons: Dimachaerus style utilizes twin daggers, gladii, short swords, scimitars or any combination of two light, finesse or versatile weapons.

Journeyman

You gain the following maneuvers and techniques when you join this combat school. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Riposte (Maneuver): When you are missed with a melee attack, as a reaction you can spend 1 resolve die to make an opportunity attack against the triggering creature. Roll the resolve die you spent and add its result to both your attack and damage roll.

Unfettered Defense (Technique): If you are wearing light or no armor, and not wielding a shield, you gain a +1 bonus to your AC.

Fancy Footwork (Technique): Any time you score a critical hit or reduce a creature to 0 hit points, as a reaction you can take the Dash or Disengage action.

Master

You gain the following maneuvers and techniques when you take the Combat School Training feat a second time and select this school again. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Redirect Attack (Maneuver): When you are missed with a melee attack, as a reaction you may spend 1 resolve die to redirect that attack to another creature adjacent to you. Roll the resolve die you spent and add your result to the creature’s original attack roll and damage rolls against your chosen target.

Blood for Steel (Technique): When you take the Attack action, you can choose to lower your AC by 2 to gain a +1 bonus to all your attack and damage rolls until the end of your turn.



Flos de Macto (The Flower of Battle)

Prerequisites: Proficiency with shields, Strength or Dexterity 13 or higher

Arguably one of the oldest established fighting styles in all the Known Lands, formal instruction in the Flos de Macto is a rarity, limited to a handful of academies. The development and use of the fighting art can be traced as far back as the Shadowed Age where many soldiers wielded a short spear and small steel shield.

Curiously, in Coryan Flos de Macto has gained a level of popularity among some circles of the young nobility, who see the study of ancient techniques as an attempt to relive the glory days of the Imperium of Man.

Maneuver and Technique DC: 8 + your Dexterity or Strength modifier + your proficiency bonus. If you chose to increase your Dexterity when you joined this combat school, you use your Dexterity modifier for your DC. If you increased your Strength, use that instead.

Weapons: The Flos de Macto style utilizes a combination of shield and spear, taking advantage of the spear’s flexibility and the shield’s utility.

Journeyman

You gain the following maneuvers and techniques when you join this combat school. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Pressing Attack (Maneuver): When you successfully hit a creature with a melee weapon attack you may spend 1 resolve die as a reaction. Roll the resolve die you spent and add the result to the damage dealt. Your target must also make a successful Strength or Dexterity saving throw or be moved back 10 feet. If you choose you may move with your target.

Distracting Strike (Technique): When you successfully strike an opponent with an opportunity attack they may not take reactions until the beginning of their next turn.

Shield Defense (Technique): You can apply your shield’s bonus to your AC to your Dexterity saving throws.

Additionally, when you succeed on a Dexterity saving throw against an effect which would deal half damage with a successful save, as a reaction you can reduce the damage to 0.

Master

You gain the following maneuvers and techniques when you take the Combat School Training feat a second time and select this school again. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Precision Strike (Maneuver): When you miss with a weapon attack, as a reaction you may spend 1 resolve die.

Roll it and add the result to your attack roll. If your new attack roll would have hit your target, roll damage as normal.

Polearm Expertise (Technique): When you wield a spear, it gains the reach property. In addition, when a creature enters your reach you can make an opportunity attack against that creature. (Keep in mind, the reach quality increases your reach all the time, not just when you are making an attack.)

Shield Bash (Technique): When you take the Attack action while wielding a shield, you can attempt to shove a creature as a bonus action.



Galloping Ram

This style is practiced by the Yhing hir horsemen of the Hinterlands, though historically it was the preferred style of the Maghir people before they settled in the First City under the Tomal Khan. While their time in the First City has led them away from their ancient raiding ways, many of the Maghir clans still maintain the tradition of mounted archery among their warriors.

Requirements: Proficiency with shortbow, Dexterity of 13 or higher.

Weapons: Shortbow

Maneuver and Technique DC: = 8 + your Dexterity modifier + your proficiency bonus.

Journeyman

Galloping Shot (Maneuver): While on horseback, when you successfully hit an opponent with a ranged weapon attack after riding your mount 20 feet or more, you may spend a resolve die, adding the result to your attack’s damage. Additionally, add that same result to your mount’s armor class until the beginning of your next turn.

Shifting Saddle (Technique): When your mount is successfully attacked or forced to make a saving throw, you may spend a reaction to replace your mount’s AC against that attack or replace your mount’s saving throw with your passive Wisdom (Animal Handling).

Fancy Riding (Technique): You gain proficiency in Animal Handling. If you are already proficient with that skill, you gain advantage on all Wisdom (Animal Handling) checks involving riding or maintaining control of your mount.

Master

Improved Resolve Die: Your resolve die increases to d8.

Crippling Shot (Maneuver): As a bonus action, upon making a successful hit with a ranged weapon attack, you may spend a resolve die to force your target to make a Constitution saving throw. On a failed save, the arrow becomes deeply embedded, imposing a 1d4 penalty on all attack rolls until they spend an action to remove the arrow. Multiple crippling shots upon one target do not stack.

Distracting Shot (Technique): When you successfully hit an opponent with a ranged weapon attack, they may not take reactions until the beginning of their next turn.

Nimble Horsemanship (Technique): Mounting your horse only costs you 5 feet of your movement, you gain advantage on all Dexterity saving throws to remain in the saddle, and may dismount as a free action any time your mount is knocked prone.



Iron Hand

Prerequisites: Heavy armor proficiency, Strength 13 or higher Primarily taught in Milandir, the Iron Hand combat school takes advantage of both the size of heavy weapons and the protection of very heavy armor

Maneuver and Technique DC: 8 + your Strength modifier + your proficiency bonus

Weapons: The Iron Hand style relies on heavy armor with gauntlets and heavy or two-handed melee weapons.

Journeyman

You gain the following maneuvers and techniques when you join this combat school. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Grasp the Blade (Maneuver): Any time you are the target of a melee weapon attack, as a reaction you may spend 1 resolve die to grasp your foe’s weapon. Roll the resolve die you spent and add the result to a grapple check you make to seize your target and to your Armor Class against the triggering attack. If you sucessfuly grapple your target and their attack misses, they cannot make attacks with the weapon they used for the triggering attack. On their turn, your target can drop the weapon they used for the triggering attack, ending the grapple. You must have a free hand to use this maneuver and it is ineffective against unarmed strikes or natural attacks.

Charge (Technique): When you take the Dash action you may make a single melee attack as a bonus action at the end of your move. If you hit, you deal double your proficiency bonus in additional damage. This damage is of the same type as your weapon.

Deadly Strike (Technique): When you take the Attack action, you may choose to not apply your proficiency bonus to your attack roll. If your attack hits, you deal additional damage equal to double your proficiency bonus. This damage is of the same type as your weapon.

Master

You gain the following maneuvers and techniques when you take the Combat School Training feat a second time and select this school again. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Pressing Attack (Maneuver): When you successfully hit a creature with a melee weapon attack you may spend 1 resolve die as a reaction. Roll the resolve die you spent and add the result to the damage dealt. Your target must also make a successful Strength or Dexterity saving throw or be moved back 10 feet. If you choose you may move with your target.

Flowing Sand (Technique): Any time you score a critical hit or reduce a creature to 0 hit points with a melee attack, as a reaction you can move up to 10 feet and make a single melee attack.

Threatening Stance (Technique): Creatures within your reach provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.



Laughing Viper

Originally developed by the Order of the Laughing Vipers, holy champions of Larissa, this fighting style relies on drawing the opponent off-guard and taking advantage of their mistakes. The practitioner puts on a show, taunting through quips or movements, goading the opponent to strike.

Requirements: Member of the Order of the Laughing Viper or cleric of Larissa, proficient in gladius, side sword and shields.

Weapons: Gladius, short sword, shield and side sword.

Maneuver and Technique DC: = 8 + your Dexterity modifier + your proficiency bonus.

Journeyman

Cunning Feint (Maneuver): When you successfully hit a creature with a melee weapon attack, as a reaction you can spend 1 resolve die to force your target to make a Wisdom saving throw. If they fail their saving throw you gain advantage on all subsequent melee attacks against that creature until the end of your turn.

Biting Taunts (Technique): You gain proficiency in Intimidation. If you are already proficient, you gain double your proficiency bonus when making Charisma (Intimidation) checks. If you possess the Challenge feat, anyone who fails their Wisdom saving throw against your challenge also suffers disadvantage on their next attack roll against you.

Deadly Strike (Technique): When you take the Attack action, you may choose not to apply your proficiency bonus to your attack roll. If your attack hits, you deal additional damage equal to double your proficiency bonus.

Master

Improved Resolve Die: Your resolve die increases to d8.

Slashing Trip (Maneuver): When you successfully hit a creature with a melee weapon attack you may spend 1 resolve die as a reaction. Roll the resolve die you spent and add the result to the damage dealt. Your target must also make a successful Dexterity saving throw or fall prone.

Distracting Strike (Technique): When you successfully strike an opponent with a melee attack, they may not take reactions until the beginning of their next turn.

Threatening Stance (Technique): Creatures within your reach provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.



Militares Gradus (Military Step)

Prerequisites: Proficiency with shields, Strength 13 or higher First introduced by the Coryani legions and then promptly replicated by every organized military force across the Known Lands, the Militares Gradus, or Military Step, is a small unit’s tactic that maximizes the strengths of a group by teaching them to fight in-step with one another. Even if only one warrior in the group was trained in this combat style, they can still aid an ally by enhancing each other’s attacks.

Maneuver or Technique DC: 8 + your Strength modifier + your proficiency bonus

Weapons: The Militares Gradus utilizes the traditional combination of the gladius, longsword, or a shortsword paired with a shield.

Journeyman

You gain the following maneuvers and techniques when you join this combat school. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Unbalancing Attack (Maneuver): When you successfully hit a creature with a weapon attack, as a reaction you can spend 1 resolve die to force your target to make a Wisdom saving throw. If they fail, a friendly creature adjacent to your target can make opportunity attack against them. Your ally rolls the resolve die you spent and adds it to the attack roll and damage roll of the opportunity attack.

Reactive Strike (Technique): When a creature within 5 feet of you makes an attack against one of your allies, they provoke an opportunity attack from you.

Shield Bash (Technique): When you take the Attack action while wielding a shield, you can attempt to shove a creature as a bonus action.

Master

You gain the following maneuvers and techniques when you take the Combat School Training feat a second time and select this school again. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Blinding Strike (Maneuver): When you successfully hit a creature with a melee weapon attack you may spend 1 resolve die as a reaction. Roll the resolve die you spent and add the result to the damage dealt. Your target must also make a successful Constitution saving throw or be blinded until the end of their next turn.

Distracting Strike (Technique): When you successfully strike an opponent with an opportunity attack they may not take reactions until the beginning of their next turn.

Shield Defense (Technique): You can apply your shield’s bonus to your AC to your Dexterity saving throws.

Additionally, when you succeed on a Dexterity saving throw against an effect that would deal half damage with a successful save, as a reaction you can reduce the damage to 0.



Red Sword Fencing School: Single Blade

Prerequisites: Strength or Dexterity 13 or higher This fighting art is an adaptation of fencing styles developed by Mannulus val’Sheem, who was disgusted by the ’gentleman’s club’ dueling schools of Savona. Mannulus moved to Old Coryan and began teaching anyone whose skill impressed him, regardless of their status.

Una Mundi, or Single Blade, is one of the styles taught at his school. Fencers are taught how to wield their weapons as an extension of their body; with finesse, grace and speed.
Due to their shady backgrounds, many of this school’s students develop a harsh, no-holds-barred style that retains all the finesse of dueling but little of the honor.

Maneuver and Technique DC: 8 + your Dexterity or Strength modifier + your proficiency bonus. If you chose to increase your Dexterity when you joined this combat school, you use your Dexterity modifier for your DC. If you increased your Strength, use that instead.

Weapons: The Red Sword Fencing School’s Single Blade style uses a weapon in one hand, usually a shortsword, while the other hand is left free.

Journeyman

You gain the following maneuvers and techniques when you join this combat school. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Disarm Foe (Maneuver): When you successfully hit a creature with a melee weapon attack you may spend 1 resolve die as a reaction. Roll the resolve die you spent and add the result to the damage dealt. Your target must also make a successful Dexterity saving throw or drop their weapon. If your target is wielding one or more weapons, you choose which one they drop.

Defensive Stance (Technique): If you are not wielding a shield, as a bonus action you can increase your AC by 2 until the end of your next turn.

Distracting Strike (Technique): When you successfully strike an opponent with an opportunity attack they may not take reactions until the beginning of their next turn.

Master

You gain the following maneuvers and techniques when you take the Combat School Training feat a second time and select this school again. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Riposte (Maneuver): When you are missed with a melee attack, as a reaction you can spend 1 resolve die to make an opportunity attack against the triggering creature. Roll the resolve die you spent and add its result to both your attack and damage roll.

Deadly Strike (Technique): When you take the Attack action, you may choose to not apply your proficiency bonus to your attack roll. If your attack hits, you deal additional damage equal to double your proficiency bonus. This damage is of the same type as your weapon.

Force the Opening (Technique): When you score a critical hit with a melee attack against a creature, you gain advantage to all subsequent melee attacks against that creature until the end of your turn.



Red Sword Fencing School: Two Blades

Prerequisites: Strength or Dexterity 13 or higher Another of the fencing styles developed by Mannulus val’Sheem, Red Sword fencers who practice the Laminae Duo become literal whirlwinds of death. Using edged weapons of equal length, they are taught to keep their foes on the offensive, pushing every advantage. If there is a weakness in the style it is the lack of defensive maneuvers.

Maneuver and Technique DC: 8 + your Dexterity or Strength modifier + your proficiency bonus. If you chose to increase your Dexterity when you joined this combat you use your Dexterity modifier for your DC. If you increased your Strength, use that instead.

Weapons: The Red Sword Fencing School’s Two Blades style uses two edged weapons of equal length, usually combining twin longswords or small swords.

Journeyman

You gain the following maneuvers and techniques when you join this combat school. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Pressing Attack (Maneuver): When you successfully hit a creature with a melee weapon attack you may spend 1 resolve die as a reaction. Roll the resolve die you spent and add the result to the damage dealt. Your target must also make a successful Strength or Dexterity saving throw or be moved back 10 feet. If you choose you may move with your target.

Balanced Hands (Technique): When you take the Attack action and attack with a melee weapon that you’re holding in one hand, you can use a bonus action to attack with another melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Charge (Technique): When you take the Dash action you may make a single melee attack as a bonus action at the end of your move. If you hit, you deal double your proficiency bonus in additional damage. This damage is of the same type as your weapon.

Master

You gain the following maneuvers and techniques when you take the Combat School Training feat a second time and select this school again. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Crippling Strike (Maneuver): When you successfully hit a creature with a weapon attack you may spend 1 resolve die. Roll it and add the result to your weapon damage.

Your target must also make a Dexterity saving throw. On a failed save, the creature’s speed is reduced by half until they complete a short rest.

Deadly Strike (Technique): When you take the Attack action, you may choose to not apply your proficiency bonus to your attack roll. If your attack hits, you deal additional damage equal to double your proficiency bonus. This damage is of the same type as your weapon.

Threatening Stance (Technique): Creatures within your reach provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.



Scutum Primus: Primary Shield

Prerequisites: Proficiency with the gladius, Strength 13 or higher

Coryani legions derive their fearsome reputation because they are taught to fight together as one cohesive unit.

However, there are times when legionnaires are forced to do battle individually or in small groups. Thanks to the training received in the Scutum Primus fighting style, they are no less deadly.

Maneuver and Technique DC: 8 + your Strength modifier + your proficiency bonus.

Weapons: Scutum Primus utilizes the shield and gladius, exploiting the shield’s superior cover and the gladius’ speed.

Journeyman

You gain the following maneuvers and techniques when you join this combat school. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Crippling Strike (Maneuver): When you successfully hit a creature with a weapon attack you may spend 1 resolve die. Roll it and add the result to your weapon damage. Your target must also make a Dexterity saving throw. On a failed save, the creature’s speed is reduced by half until they complete a short rest.

Shield Defense (Technique): You can apply your shield’s bonus to your AC to your Dexterity saving throws. Additionally, when you succeed on a Dexterity saving throw against an effect which would deal half damage with a successful save, as a reaction, you can reduce the damage to 0.

Shield Bash (Technique): When you take the Attack action while wielding a shield, you can attempt to shove a creature as a bonus action.

Master

You gain the following maneuvers and techniques when you take the Combat School Training feat a second time and select this school again. You can only use these maneuvers and techniques while wielding weapons suited to this combat school.

Precision Strike (Maneuver): When you miss with a weapon attack, as a reaction you may spend 1 resolve die.

Roll it and add it to your attack roll. If your new attack roll would have hit your target, roll damage as normal.

Distracting Strike (Technique): When you successfully strike an opponent with an opportunity attack they may not take reactions until the beginning of their next turn.

Threatening Stance (Technique): Creatures within your reach provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.



Staves of the Mother

Created by the Beltinian Hospitaliers, this style focuses on using the staff both offensively and defensively. This fighting style is widely known and is often practiced by travelers and guides in the Blessed Lands.

Requirements: Proficiency with quarterstaff, mace, and Dexterity (Acrobatics).

Weapons: Quarterstaff or twin “iron rods” (maces).

Maneuver and Technique DC = 8 + your Strength or Dexterity modifier + your proficiency bonus.

Journeyman

Pressing Attack (Maneuver): When you successfully hit a creature with a melee weapon attack, you may spend 1 resolve die as a reaction. Roll the resolve die you spent and add the result to the damage dealt. Your target must make a successful Strength or Dexterity saving throw or be moved back 10 feet. If you choose, you may move with your target; this movement does not provoke attacks of opportunity from enemies.

Defensive Stance (Technique): If you are not wielding a shield, as a bonus action you can increase your AC by 2 until the end of your next turn.

Flexible as a Reed (Technique, unique): In your hands, staves, and maces gain the finesse quality.

Master

Improved Resolve Die: Your resolve die increases to d8.

Stunning Blow (Maneuver): When you successfully hit a creature with a melee weapon attack, you may spend 1 resolve die as a reaction. Roll the resolve die you spent and add the result to the damage dealt. Your target must make a successful Constitution saving throw or be stunned until the end of their next turn.

Mother’s Reach (Technique, unique): While wielding a staff, your reach increases by 5 feet, and creatures within your reach provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. While wielding twin maces, if a creature moves into an area within 10’ of you, you may use your reaction to move 10’ and perform a single melee attack against that creature.

Fancy Footwork (Technique): Anytime you score a critical hit, or reduce a creature to 0 hit points, as a reaction you can take the Dash or Disengage action.


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