The 5e Warblade
The 5e Warblade
The 5e Warblade
The Warblade
Class Features
Martial Disciplines
The Discipline of the Diamond Mind
The Discipline of the Iron Heart
The Discipline of the Stone Dragon
The Discipline of the Tiger Claw
Diamond Mind Maneuvers
Iron Heart Maneuvers
Stone Dragon Maneuvers
Tiger Claw Maneuvers
White Raven Maneuvers
Warblade
“I was born for war. I have the heart of a lion,
the swiftness of an eagle, and the strength of
a dragon. In battle, I find purpose, in conflict
perfection, and in victory exaltation. The gods
themselves will envy my hour of glory.”
-Arzimon, a warblade
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The Warblade
Proficiency Maneuvers
Level Bonus Features Known
1st +2 Weapon Focus, Martial Study 3
2nd +2 Battle Cunning 3
3rd +2 Martial Discipline 4
4th +2 Ability Score Improvement 4
5th +3 Extra Attack, Deadly Strike 5
6th +3 Martial Prowess 5
7th +3 Discipline Feature 6
8th +3 Ability Score Improvement 6
9th +4 Battle Clarity 7
10th +4 Ability Score Improvement 7
11th +4 Weapon Mastery (1 Die) 8
12th +4 Ability Score Improvement 8
13th +5 Combat Acrobat 9
14th +5 Discipline Feature 9
15th +5 Battle Fortitude 10
16th +5 Ability Score Improvement 10
17th +6 Weapon Mastery (2 Dice) 11
18th +6 Martial Supremacy 11
19th +6 Ability Score Improvement 12
20th +6 Discipline Feature 12
Class Features
As a warblade, you gain the following class features.
Hit Points
Hit Dice: 1d10 per warblade level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at higher levels: 1d10 (or 6) + your Constitution modifier per warblade level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
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Equipment
You start with the following equipment in addition to equipment gained by your background:
● (a) chain shirt or (b) leather armor
● (a) a two-handed melee weapon or (b) two one-handed melee weapons
● (a) 2 daggers, (b) 2 handaxes, or (c) 5 javelins
● (a) a dungeoneer’s pack or (b) an explorer’s pack
Weapon Focus
Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. Choose one of
the following options.
Battering Smash
Your melee attacks with heavy weapons ignore resistance. Additionally, you can roll a d12 in place of the normal
damage (2d6) of the greatsword and maul.
Nimble Blade
When you are wielding a finesse weapon in one hand and nothing in your off hand, you gain a +2 bonus to attack
rolls you make with that weapon.
Reaping Talons
When you make an attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to
attack with a different light melee weapon that you’re holding in the other hand.
Versatile Finesse
You can use Dexterity instead of Strength for the attack and damage rolls of versatile weapons.
Martial Study
You have learned how to focus your mind and channel your ki in order to perform incredible martial techniques known
as maneuvers. Through the use of these maneuvers, you are able to attain superhuman levels of speed, skill, and
endurance on the battlefield.
Combat Focus
When you hit an enemy with an attack, you gain your combat focus. You can maintain your combat focus for up to
one minute after entering it. You must expend your combat focus in order to initiate certain maneuvers (see below).
Maneuvers
You begin your career with knowledge of three martial maneuvers. You continue to learn additional maneuvers as
you gain levels, as noted on the Warblade table.
You may learn maneuvers from any discipline, however, if a maneuver has prerequisites, you must meet them to
learn it. If a maneuver has a level prerequisite, you must have at least that many levels of warblade in order to learn
it. You can learn a maneuver at the same time that you meet its prerequisites.
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Some of your maneuvers require your target to make a saving throw to resist their effects. The saving throw DC for
your maneuvers is 8 + your proficiency bonus + your Dexterity or Strength Modifier (your choice).
A maneuver falls into one of five categories: boost, counter, strike, stance, or legendary strike. The action necessary
to initiate a maneuver varies depending on the type of maneuver being used. Boosts use your bonus action, counters
use your reaction, and both strikes and legendary strikes use your action. Stances use your bonus action to initiate,
but can then remain active indefinitely.
Boost: A boost maneuver augments your combat abilities in some manner. You can initiate a boost on your turn
using your bonus action. To initiate a boost, you must also expend your combat focus.
Counter: A counter is a maneuver that allows you to foil an opponent’s attack or interrupt their action. Initiating a
counter requires a specific trigger to be met and uses your reaction. To initiate a counter, you must also expend your
combat focus.
Strike: A strike is an attack maneuver that can be used to achieve a variety of powerful effects. You can use your
action to initiate a strike maneuver. To initiate a strike, you must also expend your combat focus.
Stance: A stance is a particular fighting pose that grants you special benefits and options. You can initiate a stance,
or change from one stance to another, as a bonus action. Unlike other maneuvers, you do not need to expend your
combat focus in order to initiate a stance. Once initiated, a stance will remain in effect for an indefinite amount of
time.
Legendary Strike: A legendary strike is a powerful martial technique that can only be mastered by a high level
warblade. Initiating a legendary strike functions identically to initiating a normal strike maneuver except that a
legendary strike is physically and mentally draining. Once you initiate a legendary strike, you must complete a short
or long rest before you can initiate another.
Battle Cunning
By 2nd level, you are able to anticipate your enemies ploys’ and tactics. While you maintain your combat focus, you
have advantage on Dexterity and Intelligence saving throws.
Martial Discipline
At 3rd level, you commit yourself to follow a particular martial school or philosophy known as a martial discipline.
Choose a martial discipline. Each discipline is detailed at the end of the class description. Your discipline grants you
features at 3rd level, and then again at 7th, 14th, and 20th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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Deadly Strike
Starting at 5th level, double the damage done by your strike maneuvers (but not your boosts, counters, or legendary
strikes).
Martial Prowess
At 6th level, your instinct for seizing the moment gives you a significant advantage on the battlefield. When you take
the Dash, Disengage, or Dodge, action on your turn, you can make a single weapon attack as a bonus action.
Battle Clarity
By 9th level, you can enter a state of perfect mental clarity on the battlefield. While you maintain your combat focus,
you have advantage on Wisdom and Charisma saving throws.
Weapon Mastery
Beginning at 11th level, your weapon attacks deal an additional die of weapon damage. This increases to two
additional dice of weapon damage at 17th level.
Combat Acrobat
Starting at 13th level, your athleticism and agility in combat allow you to maneuver across the battlefield with ease.
Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can treat a d20 roll of 2-9 as a 10.
Battle Fortitude
By 15th level, your clarity of purpose and relentless drive allow you to overcome your body’s frailties. While you
maintain your combat focus, you have advantage on Strength and Constitution saving throws.
Martial Supremacy
Beginning at 18th level, you are able to take advantage of the most subtle cues and openings offered by your
opponents. You can take the Dash, Disengage, or Dodge action as a bonus action on each of your turns.
Martial Disciplines
A martial discipline is a family or school of maneuvers that share some common philosophy or effect. Each discipline
has developed special techniques and maneuvers to help emphasize their unique approach to combat.
Diamond Defense
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At 3rd level you develop a sixth sense that allows you to avoid even unanticipated attacks. When you aren’t wearing
armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Supernal Clarity
Starting at 7th level, you can take the Search action as a bonus action on your turn. Additionally, you cannot be
surprised.
Diamond Mind
By 14th level, you have learned to protect your mind against mental intrusion. You are immune to any effects that
would sense your emotions or read your thoughts. Additionally, you cannot be charmed.
Combat Reflexes
Starting at 3rd level, your instincts take over when danger presents itself. You have advantage on initiative rolls.
Additionally, you gain your combat focus when you roll for initiative.
Steely Resolve
Beginning at 7th level, your strength of spirit and martial training bolsters your willpower. You gain proficiency in
Wisdom saving throws.
Combat Rhythm
Starting at 14th level, while you maintain your combat focus, you are able to initiate a boost and counter maneuvers
without expending your combat focus.
Strength of Stone
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Starting at 3rd level, whenever you would make a Strength check, you can make a Strength (Athletics) check instead.
Additionally, your carrying capacity is doubled.
Earth’s Endurance
At 7th level, reduce the damage you take from nonmagical weapons by an amount equal to your Constitution
modifier.
Mountain Juggernaut
Beginning at 14th level you can grapple and shove creatures as if you were a Large creature. Additionally, your
weapon attacks deal double damage to objects and structures.
Primal Senses
At 7th level, you develop the heightened senses of a wild animal. You have advantage on Wisdom (Perception)
checks and dim light does not impose disadvantage on your Wisdom (Perception) checks.
Pouncing Charge
Starting at 14th level, if you move at least 20 feet straight toward a creature and then hit it with a melee attack on the
same turn, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength
modifier) or be knocked prone.
Bloodclaw Master
At 20th level, the Primal Beast awakens within you, granting you increased speed and cunning. You can take a
second bonus action on each of your turns.
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Type: Counter
Prerequisite: 5th level, one other Diamond Mind maneuver
Trigger: You fail a Dexterity or Intelligence saving throw.
Effect: You gain a +5 bonus to the triggering roll.
Avalanche of Blades
In a flashing blur of steel, you unleash a devastating volley of deadly attacks against your enemy, striking it again and
again.
Type: Legendary Strike
Prerequisite: 11th level, three other Diamond Mind maneuvers
Effect: Make a melee attack. If the attack hits, make another melee attack against the target. Repeat this process
until you miss or you have made a total of five attacks.
Bounding Assault
You spring across the battlefield, using your focus and ability to act quickly to make an attack while moving.
Type: Strike
Effect: Move a distance up to half your speed and make a melee attack at any point during this movement. This
movement does not provoke opportunity attacks.
Disrupting Blow
With a combination of brute force, keen timing, and exacting aim, you force your opponent into an awkward position
that ruins his next action.
Type: Strike
Effect: Make a melee attack. If the attack hits, on the target's next turn it can either move or take an action, not
both.
Insightful Strike
You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this
weakness with a devastating attack.
Type: Strike
Effect: Make a melee attack. Use your target’s passive Perception in place of their AC for this attack.
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Effect: You gain a +5 bonus to the triggering roll.
Mind Strike
You strike your opponent’s mind, rattling his senses and causing him to lose focus.
Type: Strike
Effect: Make a melee attack. If the attack hits, the target must make a Wisdom saving throw. On a failed save, the
target cannot cast spells other than cantrips until the end of your next turn.
Quicksilver Motion
In the blink of an eye, you make your move. Your speed, reflexes, and boundless confidence combine to allow you to
make a fast, bold move that catches your foes off guard.
Type: Counter
Prerequisite: 5th level, one other Diamond Mind maneuver
Trigger: An enemy enters your reach.
Effect: Move a distance up to half your speed. This movement does not provoke opportunity attacks.
Rapid Counter
You lash out, your weapon a blur, hammering at the slightest gap that appears in your foe’s defenses.
Type: Counter
Prerequisite: 5th level, one other Diamond Mind maneuver
Trigger: An enemy misses you with a melee attack.
Effect: Make a melee attack against the triggering enemy.
Stance of Alacrity
Your mind and body meld, granting you an edge in combat. You move slightly faster than normal due to a
combination of confidence, training, and clarity of mind.
Type: Stance
Effect: While you are in this stance, you can take the Dash action as a bonus action on your turn.
Stance of Clarity
You enter a state of almost mystical awareness of the battlefield around you.
Type: Stance
Effect: While you are in this stance, your inability to see a creature doesn’t impose disadvantage on your melee
attack rolls against it.
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Type: Legendary Strike
Prerequisite: 11th level, three other Diamond Mind Maneuvers
Effect: Move a distance up to your speed and make four separate melee attacks at any point(s) during this
movement. This movement does not provoke opportunity attacks.
Absolute Steel
You shift your weight to the back of your feet and hold your blade carefully forward at the ready. Your muscles twitch
slightly as you prepare to dodge the next attack you face.
Type: Stance
Effect: While you are in this stance, your speed increases by 10 feet and opportunity attacks against you are made
with disadvantage.
Adamantine Hurricane
You channel your ki through your blade and unleash a powerful blast of energy that leaves a trail of battered enemies
in its wake.
Type: Legendary Strike
Prerequisite: 11th level, three other Iron Heart maneuvers
Effect: A line of cutting winds 100 feet long and 5 feet wide emanates from you in a direction you choose. Each
creature in the line must make a Dexterity saving throw. On a failed save a creature takes slashing damage equal to
double your normal weapon damage.
Dazing Strike
Through focus, raw power, and expert aim, you make a mighty attack against your foe, leaving him temporarily
knocked senseless by your attack.
Type: Strike
Effect: Make a melee attack. If the attack hits, the target cannot take reactions until the end of your next turn.
Exorcism of Steel
Your attack sends a shockwave up your foes arm, forcing them to drop what they are holding.
Type: Strike
Effect: Make a melee attack. If the attack hits, the target must make a Strength saving throw. On a failed save, the
target drops one item of your choice that it is holding.
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Type: Counter
Prerequisite: 5th level, one other Iron Heart maneuver
Trigger: You are reduced to 0 hit points and are not killed outright.
Effect: You are reduced to 1 hit point instead.
Special: Once you initiate this maneuver, you cannot use it again until you finish a short or long rest.
Lightning Recovery
With a quick leap, you are back on your feat and ready to act.
Type: Counter
Prerequisite: 5th level, one other Iron Heart maneuver
Trigger: You are knocked prone.
Effect: You stand up.
Lightning Throw
You throw your weapon through the air, sending it flying end over end to strike with uncanny accuracy and terrible
force.
Type: Strike
Effect: Throw your weapon at a target within 50 feet of you. If the attack hits, the target is knocked prone.
Special: You treat the weapon as if it had the thrown property for this attack.
Mithral Tornado
In a blur of motion, you make a short, twisting leap in the air. As you turn, your weapon flashes through the enemies
around you like a tornado.
Type: Strike
Effect: Make a single melee attack against each creature within 5 feet of you. This attack deals half your normal
damage to each creature hit.
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Special: You use the same attack and damage roll against all creatures affected by this maneuver.
Wall of Blades
You drop into a relaxed pose, allowing your defenses to flow naturally and easily. Your blade lashes out to absorb or
deflect each attack you face, blunting the force of your enemies’ blows.
Type: Stance
Effect: While you are in this stance, when you take damage from an attack, you can use your reaction to reduce the
damage by an amount equal to your proficiency bonus + your Dexterity modifier.
Adamantine Bones
You are an impenetrable tower of defiance on the battlefield. Attacking you is as fruitless as striking a mountain with a
walking stick.
Type: Legendary Strike
Prerequisite: 11th level, three other Stone Dragon maneuvers
Effect: Make a melee attack. If the attack hits, it deals double normal damage.
Special: Until the end of your next turn, you are immune to all damage from nonmagical weapons.
Boulder Roll
Like a boulder tumbling down a mountainside, you slam through your enemies.
Type: Strike
Effect: Move a distance up to half your speed and make a melee attack. During this movement, you may move
through other creature's spaces. You cannot end your movement in another creature’s space.
Charging Minotaur
You charge at a foe, blasting him with such power that he is knocked back.
Type: Strike
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Effect: Move a distance up to half your speed and make a melee attack. If the attack hits, you may use a bonus
action to attempt to shove the target.
Colossus Strike
Focusing your strength with a deep, rumbling shout, you execute an attack that sends your opponent flying through
the air.
Type: Strike
Effect: Make a melee attack. If the attack hits, you may push the target up to 15 feet.
Earthstrike Quake
You swing your weapon in a wide arc, slamming it into the ground at your feet. Energy surges out from you, causing
the ground to shudder with a sharp tremor.
Type: Legendary Strike
Prerequisite: 11th level, three other Stone Dragon maneuvers
Effect: Each creature in a 15 foot cube originating from you must make a Dexterity saving throw. On a failed save a
creature takes bludgeoning damage equal to double your normal weapon damage and is knocked prone.
Special: This strike has no effect on flying creatures.
Iron Bones
You enter a meditative state that bolsters your defenses. For a few brief moments arrows bounce of your skin, and
sword blows barely draw any blood.
Type: Boost
Prerequisite: 5th level, one other Stone Dragon maneuver
Effect: You gain temporary hit points equal to half your level + your Constitution modifier.
Mountain Hammer
Like a falling avalanche, you strike with the weight and fury of the mountain.
Type: Strike
Effect: Make a melee attack. This attack counts as magical for the purpose of overcoming resistance and immunity.
Special: This attack deals double damage to objects and structures.
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You slam your foe with a mighty strike, almost knocking him from his feet and forcing him to find his footing and
steady himself before he can react.
Type: Strike
Effect: Make a melee attack. If the attack hits, until the end of your next turn the target has disadvantage on
Dexterity checks and cannot take the Dash or Disengage actions.
Stone Bones
You focus your energy to enhance your defenses, drawing on the power of your weapon's impact with a foe to
toughen yourself against a counterattack.
Type: Strike
Effect: Make a melee attack. If the attack hits, you gain temporary hit points equal to half your level + your
Constitution modifier.
Dancing Mongoose
You swing your weapons about you in a blur of speed, making a series of devastating attacks in the space of a single
breath.
Type: Boost
Prerequisite: 5th level, one other Tiger Claw maneuver
Requirement: You must wield a weapon in your off-hand.
Effect: Make an attack with your off-hand weapon.
Fountain of Blood
As your foe dies on your blade, you twist your weapon to send blood spraying across the battlefield. Your enemies
shriek in fear at their ally's grisly demise.
Type: Boost
Prerequisite: 5th level, one other Tiger Claw maneuver
Requirement: You must have reduced an enemy to 0 hit points this turn.
Effect: All enemies within 30 feet of you must make a Wisdom saving throw or be frightened until the end of your
next turn.
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Prerequisite: 11th level, three other Tiger Claw maneuvers
Requirement: You must wield a weapon in your off-hand.
Effect: Make three melee attacks with your main-hand weapon and two melee attacks with your off-hand weapon
for a total of five attacks.
Hamstring Attack
You slice into your opponent's legs, leaving him hobbled and stumbling about.
Type: Strike
Effect: Make a melee attack. If the attack hits, the target’s speed is halved until the end of your next turn.
Hunter's Sense
You sniff the air like a hunting animal. After you focus your mind, an array of scents that normally elude your
awareness become clear to you.
Type: Stance
Effect: While you are in this stance, you can track other creatures while traveling at a fast pace and you have
advantage on Wisdom (Survival) checks.
Raging Mongoose
You unleash a ferocious volley of attacks, setting aside all thoughts of caution and self-control.
Type: Stance
Effect: While you are in this stance, you become enraged while you are below half of your maximum hit points.
While enraged, all attacks you make have advantage, but all attacks made against you also have advantage.
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You leap into the air, catching your foe off guard as you slice down into him.
Type: Strike
Effect: Jump a distance up to half your speed and make a melee attack at any point during this movement.
Stalking Panther
With the hunting grace of a panther, you disappear into the shadows.
Type: Stance
Effect: While you are in this stance, you can Hide when you are lightly obscured from the creature from which you
are hiding.
Sudden Leap
You leap to a new position in the blink of an eye, leaving your opponents baffled.
Type: Boost
Prerequisite: 5th level, one other Tiger Claw maneuver
Effect: Jump a distance up to half your speed.
Bolstering Voice
Your clarion voice strengthens the will of your comrades. So long as you remain on the field of battle, your allies are
strengthened against attacks and effects that seek to subvert their willpower.
Type: Stance
Effect: While you are in this stance, all allies within 30 feet of you have advantage on saving throws against being
charmed or frightened.
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Clarion Call
As you defeat an opponent, you shout a battle cry that inspires your allies to renew their efforts.
Type: Boost
Prerequisite: 5th level, one other White Raven maneuver
Requirement: You must have reduced an enemy to 0 hit points turn.
Effect: All allies within 30 feet of you who are currently suffering from an ongoing condition that allows them to make
a saving throw on their turn can immediately make a saving throw to end the effect.
Lion's Roar
You unleash a sudden battle roar as your mighty blow fells your enemy. Inspired by your example, your allies fight
with renewed energy and determination.
Type: Boost
Prerequisite: 5th level, one other White Raven maneuver
Requirement: You must have reduced an enemy to 0 or fewer hit points this turn.
Effect: Until the end of your next turn, all allies within 30 feet of you have advantage on the next attack roll, ability
check, or saving throw they make.
Tactical Strike
Your skill at arms and overwhelming power force your opponent to falter at a fatal moment. As the foe attempts to
recover from your devastating strike, your allies rush in to finish what you started.
Type: Strike
Effect: Make a melee attack. If the attack hits, you may use a bonus action to command an ally within 30 feet of
you.
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Command: The chosen ally has advantage on all attacks it makes against the target until the end of your next turn.
Swarming Assault
You attack an opponent with brutal force, ruining his defenses. As you strike, you call out sharp commands to your
allies, spurring them to action and allowing them to take advantage of the opening.
Type: Strike
Effect: Make a melee attack. If the attack hits, you may use a bonus action to command an ally within 30 feet of
you.
Command: The chosen ally may use its reaction to make a single weapon attack against the target.
Swarm Tactics
Your quick directions enable close teamwork between yourself and an ally. At your urging, your allies seize the
initiative and work in close coordination with you to defeat an enemy.
Type: Stance
Effect: While you are in this stance, you can take the Help action as a bonus action on your turn.
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