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
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
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
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
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
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
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
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
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
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
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
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
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
Momentum Rebound (2 Combos)
Effect: Regain 4 Vitality Points, and gain +2 AC until the start of your next turn.
Type: Minor Finisher
Tidebreaker Surge (3 Combos)
Effect: After your current action ends, take one additional Action this turn.
Type: Standard Finisher
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
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
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
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
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
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
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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