Warblade

Warblades are specialist fighters who develop a unique personal fighting style. Every warblade is completely different from every other warblade, as they all develop distinct and specialized weapons and fighting styles. Warblades usually trained at small esoteric martial arts schools with few practitioners.

Warblade talents use weapons for unique or customizable martial maneuvers. Warblades can specialize in any combination of offense, defense, and utility, depending on what maneuvers they choose. Warblade ribbons represent unique or strange skills associated with their particular fighting style.

Examples of warblades in fiction include almost all anime fighters that have unique or strange fighting styles, as well as almost all characters from classic arcade fighting games.

Novice Talents

Combo Move

You chain another attack onto a successful combo

Trigger
You get a critical success on a Strike

Make a Strike against the target of the triggering Strike.

Crippling Strike

Your strike inflicts a serious status condition on your target

Duration
Until the end of your next turn

Make a melee Strike.

If your Strike is a success (but not a critical success), choose one of the following effects:

If your Strike is a critical success, choose one of the following effects:

Empowered Strike

You empower yourself with a burst of speed and strength

Make a Strike. This Strike deals an extra 1d10 damage on a success.

When you get a critical success on a Strike, this power refreshes, letting you use it again without taking a 5-minute rest.

Exotic Weapon

You have a special exotic weapon with unique properties

You have a unique exotic weapon. Choose two weapons (other than unarmed). Your exotic weapon counts as either or both weapons, whatever is most beneficial. For example, if your exotic weapon combines a dagger and a heavy weapon, then you could treat your exotic weapon as a Finesse One-Handed weapon that deals 1d12 Piercing base damage.

Only you can wield your exotic weapon. If you ever lose your exotic weapon, you can obtain a replacement when you complete an 8-hour rest.

Fighting Style

You specialize in a particular style of combat

Since this power has the Specialize trait, you choose one of the specializations to the right when you learn this power.

Finishing Blow

You strike a damaged target with a special move to finish them off

Make a melee Strike. If your target is bloodied, this Strike deals double damage. If this Strike reduces your target to 0 health, they instantly die.

Versatile Style

You can instantly master all kinds of weapons

Duration
Until you use this power again

You learn one combat feat of your choice.

Wolf Stance

You enter the stance of a wolf, with your hands held with fanged teeth

Your unarmed Strikes deal 1d8 Piercing base damage and have the Finesse trait.

When you make an unarmed Strike against a flanked target, you have advantage on the Strike. If this Strike critically succeeds, your target falls prone.

Veteran Talents

Avalanche Fist

You knock an enemy into a wall and leap to follow up

Target
One creature you can reach

Make a Strength attack roll against your target’s Strength DC.

Critical Success
Your target takes 4d6 damage and is pushed 40 feet in any direction
Success
Your target takes 2d6 damage and is pushed 20 feet in any direction

If you push your target, you can use the Avalanche Charge effect. If you push your target into a solid object, they take 1d6 damage for each 10 feet they moved.

Iron Heart Surge

You break free of all negative effects afflicting you

Duration
1 minute

Choose any number of powers currently affecting you. You are immune to the effects of this use of those powers. Future uses of those powers can still affect you, and those powers can still affect other creatures.

You can use Iron Heart Surge even when an effect would normally stop you from using it.

Lightning Recovery

You instantly reverse your Strike’s direction and attack again

Trigger
You fail a melee Strike

Reroll the triggering Strike.

Raptor Pounce

You follow after an enemy you hit previously, continuing your assault

Target
A creature you can see
Requirements
You succeeded on a Strike against your target in the previous round
Duration
Until the end of your turn

Use the Stride power. You must end this Stride closer to your target than you started. If you end this Stride at least 20 feet closer to your target than you started, your next Strike against your target deals an extra 1d6 damage.

Steel Wind Strike

You flash between a group of enemies, attacking all of them at once

Range
30 feet
Area
20-foot burst
Target
Up to 4 creatures within the area

You move to an empty space adjacent to your target, then make a melee Strike against them.

You can choose the order in which you Strike each of your targets.

Master Talents

Iaijutsu

You slash with incredible speed as you draw your weapon

Trigger
A creature you can reach attacks you
Requirements
You aren’t wielding a weapon

First Interact to draw a weapon, then make a melee Strike with that weapon against the triggering enemy. On a success, this Strike deals an extra 4d6 damage.

Infinite Blades

You keep attacking an enemy as long as you keep hitting

Make a melee Strike. On a success, you can immediately use Infinite Blades again.

Style Mimicry

You copy powers that you see other people use

Trigger
You see a creature use a power
Requirements
The power doesn’t have either the Daily or Spell traits
Duration
10 minutes

You learn the triggering power.

Epic Talents

Ribbons

Call Weapon

You call your bonded weapon to your hand from any distance

Your bonded weapon instantly teleports into your hand. This power works no matter the distance between you and your bonded weapon.

You can bond with a weapon by conducting a 1-hour ritual involving the new weapon. You can only have one bonded weapon at a time.

Damage Mastery

You can deal any type of damage with any weapon

When your Strike would deal Bludgeoning, Piercing, or Slashing damage, you can replace that trait with a different one from that list.

Improvised Weapon

You can fight with mundane objects as if they were deadly weapons

When you hold an inanimate object, you can choose to treat it as a weapon it is similar to (as determined by the GM). For example, you could treat a chair leg as a bludgeon, a lamppost as a polearm, or a fire iron as a sword.

Overconfidence

You have an unfailing belief in your own combat prowess

You have advantage on Spirit rolls made to convince other people of your combat ability through words and appearance.

Style Master

You have a reputation as the master of a martial arts style

You have a reputation as a martial artist who has mastered a particular style. Other people know of your skill and may seek you out for training in this style.

Unusual Finesse

You wield large weapons with grace and precision instead of brute strength

You treat all melee weapons as having the Finesse trait.