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Warrior Combos

Combos

Critical Rhythm

  • Trigger: Hit with two melee weapon attacks in a single turn.
  • Reward: Regain 1 Vitality Point and our next weapon attack this turn is a critical hit on a 18–20.
  • Difficulty: Simple
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    Momentum Crash

  • Trigger: Spend at least 3 Vitality Points and then move 10+ feet in the same turn.
  • Regain 2 Vitality Points and all creatures within 5 feet of you at the end of your turn must make a Dex save or be knocked prone.
  • Difficulty: Moderate
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    Vault and Strike

  • Trigger: Leap at least 10 feet and hit a target with a melee attack in the same turn.
  • Reward: Regain 2 Vitality Points and the target is frightened of you until the end of its next turn.
  • Difficulty: Moderate
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    Echo Repeater

  • Trigger: Hit the same creature with 3 different Battle Techniques in one turn.
  • Reward: Regain 3 Vitality Points and choose one of those techniques—you may immediately use it again without spending Vitality Points.
  • Difficulty: Complex
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    Blade Tempest

  • Trigger: Hit 3 different enemies in a single turn.
  • Reward: Regain 2 Vitality Points and gain +2 AC until the start of your next turn.
  • Difficulty: Moderate
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    Drop Execution

  • Trigger: Deal damage to a creature from 10+ feet above it.
  • Reward: Regain 3 Vitality Points and if the hit was a weapon attack, it is an automatic critical hit.
  • Difficulty: Complex
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    Ghost Reversal

  • Trigger: Hit with a melee attack, then immediately hit with a ranged or thrown attack.
  • Reward: Regain 2 Vitality Points and and the target has disadvantage on its next attack roll.
  • Difficulty: Moderate
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    Steel Serenade

  • Trigger: Use 3 different actions in a single round (e.g. Dash, Attack, Technique).
  • Reward: Regain 3 Vitality Points and choose one Battle Technique costing 3 or less, and use it immediately for free.
  • Difficulty: Complex
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    Perfect Guard

  • Trigger: Use a Reaction to reduce damage (via Parry, Dodge, etc.), and take 0 damage as a result.
  • Reward: Regain 1 Vitality Point and you may make one free weapon attack against the attacker.
  • Difficulty: Simple
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    Relentless Drive

  • Trigger: Drop a creature to 0 HP and move at least 10 feet before your turn ends.
  • Reward: Regain 1 Vitality Point and you gain advantage on your next attack roll before the end of your next turn.
  • Difficulty: Simple
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    Instinctive Fury

  • Trigger: Succeed a saving throw, then hit a creature before the end of your next turn.
  • Reward: Regain 2 Vitality Points and that creature must make a Wisdom save or be frightened of you until your next turn.
  • Difficulty: Moderate
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    Last Stand Surge

  • Trigger: Start your turn below 25% of your max HP, then score 3 successful hits on any creatures on that turn.
  • Reward: Regain 3 Vitality Points and resistance to all damage until the end of your next turn.
  • Difficulty: Complex
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    Combo Finishers

    Flawless Execution (2 Combos)

  • Effect: Your next weapon attack within the same turn deals double damage, and ignores resistance and immunity to its damage type.
  • Type: Minor Finisher
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    Momentum Rebound (2 Combos)

  • Effect: Regain 4 Vitality Points, and gain +2 AC until the start of your next turn.
  • Type: Minor Finisher
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    Tidebreaker Surge (3 Combos)

  • Effect: After your current action ends, take one additional Action this turn.
  • Type: Standard Finisher
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    Whirlwind Reversal (3 Combos)

  • Effect: All creatures within 10 feet must succeed on a Dex save (DC = 8 + Proficiency + Dex/Str mod) or take 2d10 weapon damage and be knocked prone.
  • Type: Standard Finisher
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    Final Flashstep (4 Combos)

  • Effect: Teleport up to 60 feet, make one melee weapon attack at the end of your movement. If you hit, the target is stunned until the end of your next turn.
  • Type: Major Finisher
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    Blade Echo Storm (4 Combos)

  • Effect: You create phantom echoes of your weapon. Choose up to 4 enemies within 30 feet. Each echo makes a weapon attack against its target (using your stats).
  • Type: Major Finisher
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    Unstoppable Hero (4 Combos)

  • Effect: For the next 2 rounds, you gain:
  • Resistance to all damage
  • Cannot be knocked prone or stunned
  • Attacks deal maximum weapon damage once per turn
  • You may choose to end this effect early to regain 5 Vitality Points.
  • Type: Major Finisher
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    Cleaving Cataclysm (5 Combos)

  • Effect: Choose a line 60 feet long and 10 feet wide. All creatures in the line make a Dex save. On failure, they take 6d10 damage of your weapon’s type and are knocked back 20 feet and prone. On success, half damage and no knockback.
  • Structures in the area are automatically cleaved in half.
  • Type: Mythic Finisher
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    Overdrive Dilation (5 Combos)

  • Effect: Time slows. You immediately:
  • Regain 5 Vitality Points
  • Gain 2 Momentum Dice
  • Take an additional turn after this one, before any other creature acts
  • Enemies are unaware of the time distortion and cannot react.
  • Type: Mythic Finisher
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    Crimson Aftermath (5 Combos)

  • Effect: Choose up to 5 creatures. Each takes an additional 3d10 damage, and must make a Con saving throw or be stunned until your next turn.
  • Type: Mythic Finisher

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