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Wasp’s Spite Volley

  • casting time 1 Action
  • range Weapon’s short range, minimum 10 feet from yourself

Focus Cost: 2+

You fire a spray of shots into a crowd, making all foes worry about whether they are your next target.

Mandatory Movement: None

Required Weapon: Any ranged or thrown weapon


Effects: Choose a point of impact within range, then draw a 10-foot wave away from yourself from the point of impact. Make a multitarget ranged weapon attack against each creature fully or partially in the wave. On a hit, a creature suffers your weapon’s damage plus your ability modifier. On a miss, a creature must make a Wisdom saving throw or become frightened of you until the end of your next turn. The DC is equal to 12 + 2 per focus point spent beyond the base cost.
Bonus Effects: If you use a piercing weapon, you may choose one creature you hit to suffer the poisoned condition for one minute.
3+ Focus, the range becomes “weapon’s range, minimum 10 feet from yourself.”

4+ Focus, the length of the wave is increased by 5 feet for every 2 focus points spent beyond the base cost.

.

Martial Technique 259

Veiled Menace Thrust

  • casting time 1 Attack
  • range Weapon's Range

Focus Cost: 2

You throw a feint to draw your foe’s attention from your true strategy, using guile to tip the scales against your foe.

Mandatory Movement: None

Required Weapon: Any light melee weapon


Effects: Make a melee weapon attack against one
creature in range. On a hit, the creature takes your weapon damage. Additionally, it suffers the disoriented condition (it can't make opportunity attacks) until the end of your next turn.
Bonus Effects: If you use a weapon that deals piercing damage, for the next minute, the first attack roll or multitarget attack roll you make using a weapon that deals a different damage type is made with advantage.

Martial Technique 259

Vanishing World Flurry

  • casting time 1 Action
  • range Self (slam: weapon’s range)

Focus Cost: 3

Seeing nothing but your enemy, you surge forward in a flurry of strikes, seeking to land a hit to the eyes, temple, or other vulnerable area. This sudden series of blows can leave the enemy staggered, giving you a chance to finish the fight with your next attack.

Mandatory Movement: 10 feet (before attacking)

Required Weapon: Any heavy melee weapon


Effects: Make a multitarget attack roll against each creature in range. On a hit, a creature suffers your weapon’s damage plus your ability modifier.
Bonus Effects: If you use a weapon that deals bludgeoning damage, each creature you hit must expend its reaction or one of its legendary actions. If it cannot, it suffers the stunned condition until the end of your next turn.

Martial Technique 259

Twin Streams Thrust

  • casting time 1 Action and 1 Bonus Action or 2 Attacks
  • range Self (line: 5 feet)

Focus Cost: 2+

Wielding two blades as a single instrument of violence, weave through your foes inflicting a series of deadly cuts, emerging past them covered in red.

Mandatory Movement: 10 feet (before attacking)

Required Weapons: Any two paired melee weapons


Effects: Make a multitarget melee attack roll using one of your weapons. On a hit, a creature takes damage equal to your weapon damage plus your ability modifier. Then make a second multitarget melee attack roll using your other weapon with advantage. On a hit, a creature takes damage equal to your weapon damage plus your ability modifier.
Bonus Effects: If you use two slashing weapons, after you make both attacks, you can move an additional 10 feet. You can move through enemies during this movement, and do not provoke opportunity attacks while doing so. If you spent at least 3 focus, increase the range by +5 feet per focus spent beyond the base focus cost.

Martial Technique 259

Swirling Viper Shot

  • casting time 1 Attack
  • range Weapon's short range

Focus Cost: 2+

You swiftly fire a shot in the fray of battle, creating an opening to dart back out of harm’s way.

Mandatory Movement: None

Required Weapon: Any ranged or thrown weapon


Effects: Make a ranged attack roll against one creature in range. On a hit, the creature suffers damage equal to your weapon’s damage plus your ability modifier. After making this attack, you can move up to 10 feet. You do not provoke opportunity attacks during this movement.
Bonus Effects: If you are within 10 feet of your target and you hit, your target takes 1d6 additional piercing damage, plus a further 1d6 piercing damage for every 2 focus points you spent beyond the base cost.
3+ Focus, the range becomes “weapon’s range.”
4+ Focus, increase the distance you can move after making the attack to 20 feet.

Martial Technique 258

Soul-Sundering Strike

  • casting time 1 Attack
  • range Weapon's Range

Focus Cost: 3+

Mandatory Movement: None

Required Weapon: Any melee weapon or unarmed


Effects: Make a weapon or unarmed attack targeting a creature in range, using its passive Perception score in place of its armor class to set the DC for the attack roll. On a hit, your target takes your weapon damage. Additionally, it suffers the marked for death condition (your next successful melee attack against it deals an additional 1d8 force damage) for one minute. Bonus Effects: If your target is a celestial, fiend,
undead, or Lost creature and you hit, it suffers the weakened condition (it loses its damage resistances and its damage immunities become resistances) until the end of its next turn. If you spent at least 8 focus, it suffers the weakened condition for 1 minute instead.

Martial Technique 258

Soaring Thunderbolt Strike [1/2]

  • casting time 1 Action
  • range 20 feet, minimum 10 feet from you

Focus Cost: 2+

You hurl your weapon unexpectedly, hoping to take the foe off guard or open a gap in their defenses that you can exploit.

Mandatory Movement: 10 feet (before attacking)

Required Weapon: Any melee weapon


Effects: You throw your weapon to a point of impact within range, then draw a wave away from yourself from the point of impact. The length of the wave is equal to 5 feet + 5 feet per additional focus spent. Make a multitarget melee weapon attack against each creature fully or partially in the wave. On a hit, a creature suffers your weapon’s damage plus your ability modifier.
Bonus Effects: If you use a bludgeoning weapon,
choose one creature you hit to make a Constitution saving throw with DC equal to 12 + 2 per focus point spent beyond the base cost. On failure, it is stunned. If you use a piercing weapon, choose one creature you hit to make a Dexterity saving throw with DC equal to 12 + 2 per focus spent. On failure, it suffers 1d10 additional piercing damage per 2 focus points spent beyond the base cost.
4+ Focus, the range becomes “40 feet, minimum 10 feet from you.”
6+ Focus, the range becomes “60 feet,

Martial Technique 258

Soaring Thunderbolt Strike [2/2]

  • casting time 1 Action
  • range 20 feet, minimum 10 feet from you

Focus Cost: 2+

You hurl your weapon unexpectedly, hoping to take the foe off guard or open a gap in their defenses that you can exploit.

minimum 10 feet from you.”

Martial Technique 258

Sparking Steel Defense [1/2]

  • casting time 1 Reaction
  • range Self

Focus Cost: 2+

A direct parry can stop a blow in its tracks, protecting not just yourself but others nearby.

Mandatory Movement: None

Required Weapon: Any melee weapon


Effects: When you are targeted by a multitarget attack roll or subjected to an effect that allows you to make a Constitution, Dexterity, or Strength saving throw, you can spend your reaction to interpose your weapon between the effect and the source of the effect. Until the start of your next turn, you gain a +3 bonus to your AC and to your Strength, Dexterity, and Constitution saving throws. Additionally, when you are subjected to an effect that triggers on an attack that missed you or from a successful saving throw you made, you reduce any damage you suffer from that effect to 0.
Bonus Effects: If you use a defensive weapon, when a multitarget attack roll misses you before the start of your next turn, it automatically misses each creature it targets after you as part of the multitarget attack. If you use a defensive weapon, when you succeed at a Constitution, Dexterity, or Strength saving throw during this technique’s duration, you can choose

Martial Technique 257

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2 2
3 3
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2+ 2+

Sparking Steel Defense [2/2]

  • casting time 1 Reaction
  • range Self

Focus Cost: 2+

A direct parry can stop a blow in its tracks, protecting not just yourself but others nearby.

any
number of other creatures within range of your weapon who must make that saving throw. Each of these creatures counts as succeeding on that saving throw.

Martial Technique 257

Snapping Branch Strike

  • casting time 1 Attack
  • range Self (slam: weapon’s range)

Focus Cost: 2+

You whirl the haft of your weapon, jabbing at a foe with the blunt end to create distance.

Mandatory Movement: None

Required Weapon: Any reach melee weapon


Effects: Make a multitarget weapon attack against each creature in range. On a hit, a creature takes bludgeoning damage equal to 1d6 + your ability modifier. Additionally, if it is the same size as you or smaller, you can immediately push the creature 5 feet in a direction of your choice unless it chooses to be knocked prone. This movement does not provoke opportunity attacks.
Bonus Effects: If you use a bludgeoning weapon and you hit a creature, it must choose to suffer the stunned condition to avoid being pushed instead.
4+ Focus, the range becomes “weapon’s range + 5 feet.”
6+ Focus, the range becomes “weapon’s range + 10 feet.”
8+ Focus, increase the range to “weapon’s range + 15 feet.”

Martial Technique 257

Laughing Fox Defense

  • casting time 1 Reaction
  • range Weapon’s range

Focus Cost: 3+

The moment an attack is launched is often the moment of a foe’s greatest vulnerability. You smoothly shift in this instant, redirecting a strike against you into a nearby enemy or pulling a foe into the blow.

Mandatory Movement: None

Required Weapon: Any snaring melee weapon
or unarmed


Effects: When you would be hit by an attack, make a melee attack roll against a creature other than the attacker within range. If your attack roll’s result is equal to or higher than the attack roll that would have hit you, the attack strikes that creature instead of you.

Bonus Effects: If you use a bludgeoning weapon, after you cause an attack to hit another creature this way, you can immediately force the creature that was hit by the attack to move 5 feet in a direction of your choice. If you spent at least 5 focus points, you gain an additional reaction that you can use before the start of your next turn. This reaction is lost if not spent.

Martial Techniques 257

Iron Forest Defense

  • casting time 1 Reaction
  • range Weapon’s range

Focus Cost: 3

You use your spear to control spacing and the flow of battle, forcing your foes to weigh the risk of impalement each time they advance.

Mandatory Movement: None

Required Weapon: Any reach melee weapon


Effects: After a creature moves into range, you can spend your reaction to make a melee attack roll against it. On a hit, it suffers your weapon’s damage + your ability modifier. Additionally, it suffers the maimed condition (–10 feet. of speed and disadvantage on Dexterity saving throws, removed after it regains HP) until the end of your next turn. If this reduces its unused movement for the turn to 0, it must stop at its current location.

Bonus Effects: If you use a piercing weapon, on a hit, the creature suffers the maimed condition for 1 minute instead.

Martial Technique 256

Iaijutsu Cut: Rising Blade

  • casting time 1 Reaction
  • range Weapon’s range

Focus Cost: 3

You grip your scabbard against your hip and draw, cutting upward with shocking alacrity to catch an advancing foe off guard. This turns their momentum into more force for your blow, making it an excellent counterattack against charging enemies.

Mandatory Movement: None

Required Weapon: Any sheathed melee weapon


Effect: After a creature chooses you as a target for an attack but before it rolls its attack die, you can spend your reaction to draw your weapon and make a melee attack roll against that creature. On a hit, it takes your weapon’s damage + 1d4 damage for every 5 feet it has moved this turn.

Bonus Effects: If you use a slashing weapon, the creature must make its attack roll with disadvantage.

Martial Technique 256

Iaijutsu Cut: Crossing Blade

  • casting time 1 Action
  • range Self (sweep: weapon’s range)

Focus Cost: 4+

Iaijutsu is the art of the draw cut, practiced by many of Rokugan’s warriors to assure they can react swiftly to unexpected danger. You focus all of your energy into one devastating draw cut, by twisting your scabbard outward to cut horizontally.

Mandatory Movement: 5 feet

Required Weapon: Any sheathed melee weapon


Effects: Draw your weapon and make a multitarget weapon attack against each creature in range. On a hit, a creature takes your weapon damage times the maximum number of attacks you can perform with the Extra Attack class feature.
Bonus Effects: If you use a slashing weapon, each
creature you hit suffers additional slashing damage equal 1d4 per focus spent beyond the base cost.
6+ Focus, increase the range to “weapon’s range + 5 feet.”
9+ Focus, increase the range to “weapon’s range + 10 feet.”

Martial Technique 256

Heartpiercing Thrust

  • casting time 1 Attack
  • range Self (Line: weapon’s range + 5 feet)

Focus Cost: 3+

You launch yourself forward in a thrust, stabbing out with your weapon to skewer your foes.

Mandatory Movement: 10 feet (before attacking)
Required Weapon: Any melee weapon

Effects: Make a multitarget weapon attack against each creature in range. On a hit, a creature suffers two times your weapon damage + your ability modifier. After this attack, you lose any remaining unused movement speed that you did not use before the attack.
Bonus Effects: If you use a weapon that deals piercing damage, each creature you hit suffers an additional 1 damage for every 5 feet you have moved this turn. If you spent at least 5 focus points, increase the range by +5 feet for every 2 focus points you spent beyond the base cost.

Martial technique 255

Grip of Lord Hida

  • casting time 1 Attack
  • range Touch

Focus Cost: 3

You seize into your foe at a joint or weak point and turn their weight against them, pinning or strategically damaging specific body parts.

Mandatory Movement: 10 feet

Required Weapon: Unarmed


Effects: Make an unarmed attack with advantage
against a creature in range. On a hit, you deal damage equal to your unarmed damage + your ability modifier and you can subject it to the grappled condition.
Bonus Effects: Each large creature you hit suffers the prone condition, and each huge or gargantuan creature you hit also suffers the maimed condition (–10 feet. of speed and disadvantage on Dexterity saving throws, removed after it regains HP) until the end of your next turn.

Martial Technique 255

Flowing Water Strike

  • casting time 1 Attack
  • range Self (sweep: weapon’s range)

Focus Cost: 2+

You use fluid footwork to open or close gaps, sticking to your foe or rolling away from them at a key moment

Mandatory Movement: None

Required Weapon: Any melee weapon or unarmed


Effects: Make a multitarget melee weapon or unarmed attack against each creature in range. On a hit, a creature takes your weapon damage plus your ability modifier and suffers the disoriented condition (it can’t make opportunity attacks) until the end of your turn. Before or after making this attack, you can move 10 feet, plus 5 feet per additional focus spent.
Bonus Effects: If you use a weapon that deals bludgeoning damage, each creature you missed has disadvantage on opportunity attacks until the end of your next turn.
4+ Focus, increase the range to “weapon’s range + 5 feet.”
7+ Focus, increase the range to “weapon’s range + 10 feet.”

Martial Technique 255

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3 3
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Flashing Steel Cut

  • casting time 1 Attack
  • range Weapons Range

Focus Cost: 2+

Lashing your weapon in a sharp arc, you intentionally signal a mighty blow to your opponent, forcing them to move or risk being cleft in twain

Mandatory Movement: None

Required Weapon: Any melee weapon


Effects: Make a melee weapon attack with advantage against one creature in range. On a hit, a creature takes your weapon’s damage unless it spends its reaction to move 10 feet in a direction of your choice, plus 5 feet per additional focus point spent. It does not provoke opportunity attacks from you with this movement.
Bonus Effects: If you use a weapon that deals slashing damage, on a miss, a creature must make a Wisdom saving throw with DC equal to 12 + 2 per focus you spent beyond the base cost. On failure, it becomes frightened of you for 1 minute. It can repeat this saving throw to end the effect at the end of each of its turns.

Martial Technique 255

Falling Heavens Shot [1/2]

  • casting time 1 Action
  • range Weapon’s short range

Focus Cost: 2+
You arc your shot high into the sky, angling it to hit your foe at the moment they least expect it.

Mandatory Movement: None

Weapon Used: Any ranged or thrown weapon


You launch a projectile in a high arc. Choose a 5-foot cube within range as the landing location and inform the GM where the cube is. For the next minute, on any of your subsequent turns, you can spend a bonus action to have your
launched projectile land at the chosen cube. If one or more creatures are standing in the cube, choose one to be struck by the projectile. Make an attack roll against that creature with the weapon you fired, using the creature’s passive Perception score instead of its AC for the attack roll. On a hit, the creature takes damage equal to your weapon damage, plus an additional 1d6 piercing damage per round that has elapsed since you fired the launched projectile. You can do this once before the effect’s duration ends. If all projectiles have not landed by the end of the duration, any projectiles that are still in the air land harmlessly at a location of the GM’s choosing. After you have launched a projectile this

Martial Technique 254

Falling Heavens Shot [2/2]

  • casting time 1 Action
  • range Weapon’s short range

Focus Cost: 2+
You arc your shot high into the sky, angling it to hit your foe at the moment they least expect it.

way, you cannot use this technique again until all of your projectiles have landed.
Bonus Effects: If you use a weapon that deals piercing damage, a creature hit by this attack suffers an additional 1d8 damage per round, instead of 1d6.
4+ Focus, the range becomes “weapon’s range.”
8+ Focus, you can launch up to 3 projectiles, choose up to 3 5-foot cubes within range, and resolve the landing effect up to 3 times (spending one bonus action per use) before the effect’s duration ends. You can only use each landing location once, but you can overlap the landing locations if you desire.

Martial Technique 254

Crimson Leaves Blow

  • casting time 1 Attack
  • range Self (slam: weapon’s range)

Focus Cost: 3+

You land a blow atop the foes’ weapons, scattering them from their hands like falling leaves.

Mandatory Movement: 5 feet before attacking

Weapon Used: Any melee weapon or unarmed


Effects: Make a multitarget melee weapon or unarmed attack against all creatures in range. On hit, a creature takes your weapon’s damage plus your ability modifier. If you hit a creature and your attack roll also equals or exceeds its passive Perception score + 5, you can disarm that creature of one weapon it is holding. You choose whether the weapon falls at its feet, or is knocked 5 feet away in a direction of your choice. You cannot disarm a creature of a weapon that is part of its body this way.
Bonus Effects: If you use a weapon that deals bludgeoning damage, each creature you miss takes your weapon damage + 1 per focus you spend beyond the base cost.
5+ Focus, “weapon’s range + 5 feet.”
7+ Focus, “weapon’s range + 10 feet.”
9+ Focus, “weapon’s range + 15 feet.”

Martial Technique 254

Crashing Wave Cut

  • casting time 1 Attack
  • range Self (wave: weapon’s range + 5 feet)

Focus Cost: 3+

Your weapon rakes across your foes’ flesh, threatening them with a bloody gash that is sure to slow their movements and leave them reeling.

Mandatory Movement: 10 feet before the attack

Weapon Used: Any melee weapon or unarmed


Make a multitarget melee weapon attack against all creatures in range. On hit, a creature in range takes your weapon’s damage plus your ability modifier. Additionally, it suffers the maimed condition (–10 feet. of speed and disadvantage on Dexterity saving throws, removed after it regains HP) for 1 minute.
Bonus Effects: If you use a weapon that deals slashing damage, each creature you hit also cannot use reactions until the end of its next turn.
4+ Focus, increase the range to “weapon’s range + 10 feet.”
6+ Focus, focus points, increase the range to “weapon’s range + 15 feet.”

Martial Technique 253

Crescent Moon Defense

  • casting time 1 Reaction
  • range Weapon’s range

Focus Cost: 3

You retaliate without hesitation after blocking or evading, striking during the instant that your defense puts you inside of your foe’s guard

Mandatory Movement: None

Weapon Used: Any melee weapon or unarmed


Effect: After you are missed by an attack, if the attacker is in range, you can spend your reaction to make a melee weapon or unarmed attack against it. On hit, a creature takes your weapon’s damage + your ability modifier.
Bonus Effects: If you use a weapon that deals slashing damage, whether you hit or miss, you gain advantage on the next attack roll or multitarget attack roll you make using that weapon before the end of your next turn.

Martial Technique 254

2+ 2+
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3 3