Basic Techniques
Second Wind
Cost: 2 Vitality Points
Action: Bonus Action
Description: You draw on a well of inner stamina to push through pain.
You regain hit points equal to 1d10 + your Warrior level.
Once per turn only.
Action Surge
You can only use this ability once per long rest, or twice starting 17th level
Cost: 6 Vitality Points
Action: Free (No Action, immediate effect)
Description: In a burst of martial instinct, you seize a perfect moment to act again.
You may immediately take one additional Action on your turn.
Indomitable
Cost: 4 Vitality Points
Action: Reaction (when you fail a saving throw)
Description: You steel yourself and force your body to endure.
When you fail a saving throw, you can spend 4 Vitality Points to automatically succeed on that saving throw
Flow Step
Cost: 2 Vitality Points
Action: Bonus Action
Description: Your focus heightens and your body surges with speed.
Until the end of your turn, your movement speed is doubled, and you ignore difficult terrain.
Fighting Spirit
Cost: 3 Vitality Points
Action: Bonus Action
Description: You center your soul and become a blur of intent.
You gain advantage on all attack rolls made this turn.
Until the start of your next turn, you also gain temporary hit points equal to your Warrior level.
Keen Edge
Cost: 4 Vitality Points
Usage: 1/Short Rest
Description: You sharpen your strike to an impossible degree.
For the next minute, your weapon attacks crit on a 19–20.
At level 15, this improves to 18–20 during the duration.
Can only be used once per short rest.
Battle Ready
Cost: 2 Vitality Points
Action: Bonus Action
Description: You drop into a honed defensive stance.
You may take the Dodge action as a bonus action.
Rally
Cost: 3 Vitality Points
Action: Bonus Action
Description: You call out with force and resolve, shielding an ally’s will.
An ally within 60 feet gains temporary hit points equal to your Charisma modifier + your Warrior level.
Resilience
Cost: 3 Vitality Points
Action: Reaction (when subjected to an effect that requires a Dex save)
Description: You blur with movement, minimizing the impact.
On a failed Dexterity saving throw, you take half damage instead of full.
On a success, you take no damage.
Dueling
Cost: 1 Vitality Point
Action: Bonus Action
Description: You adopt a close-guard stance, maximizing power in one-handed combat.
Until the start of your next turn, when wielding a melee weapon in one hand and no other weapons, your attacks with that weapon deal +2 bonus damage on a hit.
Defensive Posture
Cost: 1 Vitality Point
Action: Bonus Action
Description: You enter a defensive stance to deflect attacks.
You gain +1 AC until the start of your next turn.
Protection
Cost: 2 Vitality Points
Action: Reaction (when a creature attacks an ally within 5 ft)
Description: You deflect the attack away from an ally.
Impose disadvantage on the attack roll.
Blind Fighting
Cost: 1 Vitality Points
Action: Bonus Action
Description: You heighten your senses to detect foes nearby.
Until the end of your next turn, you have blindsight out to 10 feet, allowing you to target invisible or hidden enemies within that range.
Guardian
Cost: 2 Vitality Points
Action: Reaction (when an ally is hit within 5 ft)
Description: You shield an ally from harm.
When an ally within 5 feet is hit by an attack, reduce the damage taken by 1d10 + your proficiency bonus.
Melee
Great Weapon Fighting
Cost: 2 Vitality Points
Action: Reaction (on damage roll)
Description: You readjust your swing mid-strike for maximum carnage.
When you roll a 1 or 2 on a damage die for a melee weapon attack with a two-handed weapon, you can reroll that die and must use the new result.
This applies to all weapon damage dice of that attack.
Dual Wielder
Cost: 2 Vitality Points
Action: Bonus Action
Description: You flow from strike to strike with twin weapons.
When you make an off-hand attack as part of two-weapon fighting, you can add your ability modifier to the damage of that off-hand attack.
Aggressive
Cost: 1 Vitality Points
Action: Bonus Action
Description: You charge into the fray.
Move up to half your speed in a straight line toward a creature. If you end this movement within 5 feet of the creature, your next attack against it has advantage.
Precision Attack
Cost: 1 Vitality Point
Action: No Action (used during an attack roll)
Description: You adjust your angle mid-swing for deadly precision.
Add 1d8 to your attack roll after seeing the result but before knowing the outcome.
Sweeping Attack
Cost: 2 Vitality Points
Action: Part of a weapon attack
Description: Your attack continues into a second target in range.
When you hit a creature with a melee weapon attack, choose another creature within 5 feet of the original target.
That creature takes weapon damage equal to your Strength or Dexterity modifier (no attack roll).
Disarming Attack
Cost: 2 Vitality Points
Action: Part of a weapon attack
Description: You aim to knock the weapon from your foe’s hands.
On hit, the target must succeed on a Strength saving throw (DC = 8 + Proficiency + Str/Dex mod) or drop one item it’s holding of your choice.
Menacing Attack
Cost: 2 Vitality Points
Action: Part of a weapon attack
Description: You strike with such force and fury that it terrifies your foe.
On hit, the target must make a Wisdom saving throw (DC = 8 + Proficiency + Str/Dex mod) or be Frightened of you until the end of your next turn.
Pushing Attack
Cost: 2 Vitality Points
Action: Part of a weapon attack
Description: You drive your target back with a powerful strike.
On hit, the target must make a Strength saving throw (same DC as above) or be pushed 15 feet directly away from you.
Riposte
Cost: 2 Vitality Points
Action: Reaction (when a creature misses you with a melee attack)
Description: You turn a missed attack into an opportunity.
Make a melee weapon attack against the creature that missed you.
Brace
Cost: 2 Vitality Points
Action: Reaction (when a creature enters your reach)
Description: You’re ready to meet their charge with steel.
Immediately make a weapon attack against the creature entering your reach.
Feinting Attack
Cost: 2 Vitality Points
Action: Bonus Action
Description: You throw your foe off balance with misleading footwork.
Choose one creature within 5 feet. Your next attack against that creature before the end of your turn has advantage, and if it hits, you deal an additional 1d8 damage.
Parry
Cost: 2 Vitality Points
Action: Reaction (when hit by a melee attack)
Description: You deflect a blow at the last moment.
Reduce the damage by 1d8 + your Dexterity modifier.
Trip Attack
Cost: 2 Vitality Points
Action: Part of a weapon attack
Description: You aim for the legs, toppling your opponent.
On hit, the target must make a Strength saving throw or be knocked prone.
Charge
Cost: 2 Vitality Points
Action: Part of Dash action
Description: Your momentum fuels a crushing blow.
After using the Dash action, if you move at least 20 feet in a straight line toward a creature and then hit with a melee weapon attack, the creature must succeed on a Strength saving throw or be knocked prone.
Ranged
Precision
Cost: 2 Vitality Points
Action: Bonus Action
Description: You line up the perfect shot, sacrificing speed for accuracy.
You may choose to forego all movement this turn. If you do, your next ranged weapon attack has advantage and ignores half and three-quarters cover.
Focus
Cost: 1 Vitality Point
Action: Bonus Action
Description: You slow your breath and aim with precision.
Until the end of your turn, gain a +2 bonus to attack rolls with ranged weapons.
Pinning Shot
Cost: 2 Vitality Points
Action: Part of a ranged weapon attack
Description: You aim for the leg or foot, rooting your target in place.
On a hit, the target must succeed on a Strength saving throw (DC = 8 + Proficiency + Dex mod) or have their speed reduced to 0 until the start of your next turn.
Leg Shot
Cost: 2 Vitality Points
Action: Part of a ranged weapon attack
Description: You target a joint or tendon to slow your foe’s advance.
On a hit, the target’s speed is halved and it can’t take the Dash action until the end of its next turn.
Disarming Shot
Cost: 2 Vitality Points
Action: Part of a ranged weapon attack
Description: You fire to knock a weapon or item free of your target’s grip.
On a hit, the target makes a Strength saving throw or drops one item it is holding of your choice. The item lands at its feet.
Ricochet Shot
Cost: 3 Vitality Points
Action: Bonus Action
Description: You bounce your shot off the environment to strike a hidden or sheltered foe.
You may target a creature that is behind three-quarters cover or around a corner (if you can see a surface near it).
Make your ranged attack with disadvantage, but ignore the cover. On a hit, you deal half damage, but may apply any conditions or effects as normal.
Hawk Eye
Cost: 2 Vitality Points
Action: Bonus Action
Description: You draw breath, slow your pulse, and fire through obscured terrain.
Until the end of your turn, your ranged attacks ignore half, three-quarters, and lightly obscured terrain (including fog, darkness, magical dim light, etc.).
You also don’t suffer disadvantage for attacking unseen creatures this turn.
Volley Burst
Cost: 3 Vitality Points
Action: Action
Description: You unleash a storm of arrows or shots into a tight cluster of enemies.
Choose a 10-foot-radius area within your weapon’s normal range. Each creature in the area must make a Dexterity saving throw.
On a failure, they take half your weapon damage (rolled once on a success, they take nothing.
Bludgeoning Techniques
Shatter Stance
Cost: 2 Vitality Points
Action: Part of a weapon attack
Requirements: Bludgeoning weapon
Description: You aim for the legs or hips, cracking their balance.
On a hit, the target must succeed on a Dexterity saving throw or be knocked prone.
Concussive Smash
Cost: 3 Vitality Points
Action: Part of a weapon attack
Requirements: Bludgeoning weapon
Description: You strike the head or helm with raw force, jarring the target’s senses.
On hit, the target must make a Constitution saving throw or be stunned until the start of your next turn.
On a success, it takes an extra 1d8 damage from the force.
Shockwave Slam
Cost: 3 Vitality Points
Action: Action
Requirements: Two-handed bludgeoning weapon
Description: You slam your weapon into the ground, sending a rippling quake outward.
Creatures within 10 feet must make a Dexterity saving throw or be knocked prone and take 2d10 bludgeoning damage.
On a success, they take half damage and remain standing.
Momentum Bash
Cost: 2 Vitality Points
Action: Reaction (when a creature moves within 5 ft of you)
Requirements: Bludgeoning weapon
Description: You intercept a moving enemy with a brutal body blow.
Make an opportunity attack with your bludgeoning weapon.
On a hit, reduce the creature’s speed by half until the end of its next turn.
Piercing Techniques
Vital Strike
Cost: 2 Vitality Points
Action: Part of a weapon attack
Requirements: Piercing weapon
Description: You aim for an exposed vital point.
On a hit, the target begins bleeding: it takes 1d4 damage at the start of its turn for 1 minute or until it receives magical healing or someone uses an action to staunch the wound (DC 10 Medicine).
Armor Breach
Cost: 3 Vitality Points
Action: Part of a weapon attack
Requirements: Piercing weapon
Description: You exploit a gap in your enemy’s defenses.
On hit, the attack ignores resistance to nonmagical piercing damage and treats the target’s AC as 2 lower for the attack.
If it hits, the target’s AC remains reduced by 2 until the end of your next turn.
Impaling Thrust
Cost: 4 Vitality Points
Action: Action
Requirements: Piercing weapon
Description: You launch a brutal, penetrating strike.
Make a melee or thrown piercing attack. On a hit, deal double weapon damage and restrain the target until the start of your next turn, as your weapon pins them to terrain or flesh.
If you are not adjacent to the target at the start of your next turn, the effect ends.
Slashing Techniques
Whirlwind Cut
Cost: 3 Vitality Points
Action: Action
Requirements: Slashing weapon
Description: You spin in a deadly arc, cutting all around you.
All creatures within 5 feet must make a Dexterity saving throw.
On a failed save, they take your weapon damage. On a success, they take half.
Mauling Strike
Cost: 2 Vitality Points
Action: Part of a weapon attack
Requirements: Slashing weapon
Description: You swing wildly to leave a brutal wound.
On a hit, the target must succeed on a Constitution saving throw or have disadvantage on all Strength and Dexterity checks until it receives magical healing or finishes a short rest.
Crosscut Laceration
Cost: 2 Vitality Points
Action: Bonus Action
Requirements: Slashing weapon
Description: Your slashing attack imposes a bleeding effect
If you hit a creature with a slashing weapon this turn, you may make a second melee weapon attack against the same target.
1d6 damage per round, DC 8 + your attack modifier Con save to end
Special Weapon Techniques
Iaijutsu Draw
Cost: 2 Vitality Points
Action: Bonus Action
Requirements: Katana
Description: You sheath and draw the blade in one fluid, explosive motion.
Make a single melee weapon attack with advantage. On a hit, the target cannot take reactions until the end of its next turn.
Moon Arc Slash
Cost: 3 Vitality Points
Action: Action
Requirements: Katana
Description: You perform a wide, graceful sweep of your blade.
Attack up to two adjacent creatures with a single sweeping motion.
On a hit, the second target takes full damage if within 5 feet of the first.
Entangling Lash
Cost: 2 Vitality Points
Action: Action
Requirements: Kusarigama
Description: You throw the weighted chain to tangle your foe’s limbs.
Choose a creature within 15 feet. It must make a Strength saving throw or be grappled (DC = 8 + Proficiency + Dex mod).
While grappled, the creature has disadvantage on attack rolls against targets other than you.
Whirl and Hook
Cost: 3 Vitality Points
Action: Action
Requirements: Kusarigama
Description: You spin and hook the blade around multiple enemies.
Each creature of your choice within 10 feet must succeed on a Dexterity saving throw or take 1d10 slashing damage and be pulled 5 feet toward you.
Silent Strike
Cost: 2 Vitality Points
Action: Bonus Action
Requirements: Ninja weapon
Description: You strike where the opponent isn’t looking.
If you are hidden, your next attack deals an additional 2d6 damage, and the target must succeed on a Wisdom saving throw or be unable to speak or shout until the end of its next turn.
Smoke Veil Toss
Cost: 3 Vitality Points
Action: Action
Requirements: Ninja weapon (or smoke bomb-like tool)
Description: You throw a powder or pellet that bursts into blinding smoke.
You and all allies within a 10-foot radius become heavily obscured until the start of your next turn.
Creatures inside the cloud disadvantage on attack rolls, and ranged attacks through it are impossible.
Steel Fan Deflection
Cost: 2 Vitality Points
Action: Reaction
Requirements: War fan
Description: You open your fan in a flash to redirect a strike.
When a creature hits you with a melee attack, reduce the damage by 1d10 + your Dex modifier, and may move 5 feet without provoking.
Fan of Feathers
Cost: 3 Vitality Points
Action: Action
Requirements: War fan
Description: You throw a series of sharpened feathered fans or razors with style and speed.
Make three ranged fan or shuriken attacks against one or more creatures.
On a hit, each does 1d6 slashing damage, and the target has disadvantage on its next attack.
Reaper’s Hook
Cost: 3 Vitality Points
Action: Action
Requirements: Scythe
Description: You hook your foe and drag them into your killing arc.
Choose a creature within 10 feet. On a hit, deal normal damage and pull them 5 feet, then make a second attack against them.
Harvest Sweep
Cost: 4 Vitality Points
Action: Action
Requirements: Scythe
Description: You spin the weapon in a deadly reaping motion.
All creatures in a 15-foot cone must make a Dex saving throw or take 2d8 slashing damage and be knocked prone.
On a success, they take half damage and remain standing.
Pole Vault Strike
Cost: 2 Vitality Points
Action: Bonus Action
Requirements: Naginata
Description: You plant your weapon and use it to launch yourself into position.
Leap up to 15 feet in any direction, including over enemies and terrain.
If you land within 5 feet of a creature, you may make one melee weapon attack with disadvantage as part of the same bonus action.
Black Powder Finale
Cost: 4 Vitality Points
Action: Action
Requirements: Firearm
Description: You load a special round or overcharge your shot.
Fire a shot in a 30-foot line, up to 5 feet wide. All creatures in the line must make a Dexterity saving throw or take 2d10 piercing + 1d10 fire damage.
On a success, they take half.
Trick Reload
Cost: 1 Vitality Point
Action: Bonus Action
Requirements: Firearm
Description: You perform a rapid reload under pressure.
Instantly reload your weapon and gain advantage on your next attack with it this turn.
Flashbang Shot
Cost: 3 Vitality Points
Action: Action
Requirements: Firearm
Description: You fire a custom round that explodes in a burst of light and force.
Creatures within 10 feet of the target location must make a Constitution saving throw or be blinded until the end of their next turn.
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