

You have begun to master some of the secret techniques of your discipline. You easily anticipate your enemies’ ploys and tactics.īenefit: Whenever you would be grappled, disarmed, or knocked prone, you may use your reaction to negate that effect. Your mental focus and martial study have rendered your will into an unbreakable iron wall.īenefit: You gain proficiency in Wisdom, and Charisma saving throws. If you haven’t used your whole move for the turn, you can move between your attacks. You can unleash a brutal barrage of attacks upon your foes, overwhelming their defenses.īenefit: You can attack one extra time whenever you take the attack action on your turn.

Alternatively, when you reach one of the noted levels, you can forgo gaining a feat in order to increase two ability scores of your choice by 1. Your training with a wide range of weaponry and tactics gives you great skill in battle.īenefit: When you reach certain levels noted in the warblade table, you can gain a feat of your choice. Your choice grants you features at certain warblade levels. Each discipline is detailed at the end of the warblade section. You are a student of the Sublime Way and you follow a particular school or philosophy known as a martial discipline.īenefit: Choose a martial discipline. Your instinct for seizing the moment gives you a significant advantage over your foes.īenefit: You may add your proficiency bonus to all ability checks you make that are part of improvised actions and contests. Unlike other maneuvers, once activated, stances can remain in effect for an indefinite amount of time. You can activate a stance, or change from one stance to another, at any time on your turn by expending your combat focus. Each stance is a particular fighting pose that grants you special benefits and actions. Stance: A stance is a special type of maneuver. To initiate a strike, you must have your combat focus. Strike: A strike is an attack maneuver that draws on your skill, training, and ki to invoke powerful effects. To initiate a counter, you must expend your combat focus. Initiating a counter requires a specific trigger to be met and uses your reaction. The type of action necessary to initiate a maneuver varies depending on the type of maneuver.Ĭounter: A counter is a maneuver that allows a you to foil an opponent’s attack or interrupt an their action. The three basic types of maneuvers are counters, strikes, and stances. Whenever one of your maneuvers forces a creature to make a saving throw, the DC equals 8 + your Strength modifier + your proficiency bonus. You continue to learn additional maneuvers and stances as you gain levels, as noted on the Warblade table. You begin your career with knowledge of a two martial maneuvers and a single stance. Through intense mental exercise and training, you have learned techniques that allow you to attain superhuman levels of endurance, perception, and mental toughness.īenefit: You are able to perform incredible martial exploits known as maneuvers. While you maintain your combat focus, you have advantage on all saving throws against mind-affecting spells and abilities. During battle, you may also use your action to regain your combat focus. You regain your combat focus whenever you hit with an attack. You lose your combat focus whenever you are hit by an attack.


In battle, you can attain a focused state that grants you near perfect mental clarity.īenefit: When combat begins and you roll initiative, you gain your combat focus. Skills: Choose two from Acrobatics, Athletics, Insight, Intimidate, and Persuasion Hit Points at higher levels: 1d12 (or 7) + your Constitution modifier per warblade level after 1stĪrmor: Light armor, medium armor, and shields Hit Points at 1st level: 12 + your Constitution modifier They engage their enemies toe to toe and defeat them through skill at arms.Īs a warblade, you gain the following class features. A warblade is a front-line melee combatant, much like a fighter or barbarian.
