Elemental Moves

by Dweebie

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Elemental Moves

For the Manastrike subclass, these moves can be used with your elemental abilities.

Raging Inferno (1st stage fire)

prerequisite: fire elemental blade

You can expend 10 blood points to cause your sword to ignite into flames, this allows it to have Wreath Magic and Manalock active for the fire element for the next two turns on all your attacks. Using wreath magic for any other element ends this effect.

Pinwheel Flame (2nd stage fire)

prerequisite: raging inferno

You can expend 25 blood points to launch yourself up to 15 feet in any direction, and you end this move 5 feet in the air. You attack any enemies within this 15 foot by 5 foot area that you cross through dealing your weapons damage + 2d8 fire damage.

Regenerative Strike (3rd stage fire)

prerequisite: pinwheel flame

You can expend 10 blood points after making an attack to begin an effect similar to concentration. If your concentration is not interrupted until your next attack, you regain a number of hit points equal to the number of attacks you made last turn * 4.

Continental Flames (4th stage fire)

prerequisite: regenerative strike

You can expend 60 blood points to cause all enemies you've attacked in the last 3 turns to light ablaze. While they're on fire, this effect functions the same as bleed, but deals double damage and you gain blood points from it. When you attack any enemy that is on fire, you can choose to gain advantage, if your attack hits, the fire is put out.

Lancing Cold (1st stage cold)

prerequisite: cold elemental blade

You can expend 10 blood points to perform a melee weapon attack while Wreath Magic is active. This weapon attack deals 1d4 additional cold damage and has reach.

Pinwheel Strike (2nd stage cold)

prerequisite: Lancing Cold

You can expend 15 blood points when using an attack with Wreath Magic and cold to cause water or ice to gather on your blade and increase its reach to allow you to make a melee attack at disadvantage against all targets in front of you in 10 feet, all of these attacks have the effect of wreath magic.

Crippling Wave (3rd stage cold)

prerequisite: Pinwheel Strike

You can expend 25 blood points to lash out a wave of cold or water in a 25 foot cone. All targets in this area must make a Constitution saving throw or have their movement speed halved and take one mana die of cold damage. They can repeat this saving throw at the beginning of each of their turns to attempt to end the effect.

Water Snake (4th stage cold)

prerequisite: Crippling Wave

You can expend 60 blood points to create a grand dragon of water or ice on your blade. This dragon acts as if you are using concentration and lasts for up to 1 minute. All strikes made while this dragon is active deal 1d10 additional cold damage and require the target to make a constitution saving throw or have their movement speed halved until your next turn.

Lightning Strike (1st stage lightning)

prerequisite: lightning elemental blade

You can expend 10 blood points while Wreath Magic is active for lightning to erupt from your blade allowing you to strike an additional target at a distance equal to the distance you've moved this turn. This lightning bolt uses the modifiers of this weapon, and deals one mana die lightning damage.

Conductive Slash (2nd stage lightning)

prerequisite: lightning strike

You can expend 15 blood points when making a melee weapon attack with wreath magic to gain advantage on the strike if the target is wearing metal.

Unstable Bolt (3rd stage lightning)

prerequsite: conductive slash

You can expend 25 blood points to cause your weapon to erupt with lightning when making a melee weapon attack with wreath magic active. The target must make a constitution saving throw or take one mana die lightning damage and one random target in 10 feet must make the same save. This chain can continue until a target fails the save or it hits a number of targets equal to your proficiency bonus.

Lightning Skip (4rd stage lightning)

prerequisite: unstable bolt

You can expend 60 blood points to teleport to a location within 60 feet. All enemies within a rectangle between where you originated, where you teleported to, and 15 feet wide make a constitution saving throw or take a number of mana die lightning damage equal to your proficiency bonus and half as much on a successful save.

Venomous Lick (1st stage poison)

prerequisite: poison element blade

You can expend 10 blood points while wreath magic is active for poison to cause the front of your weapon to glow a slight green and when you hit the target to force them to make a constitution saving throw or become poisoned and take 2 additional poison damage.

Tough Interior (2nd stage poison)

prerequisite: venomous lick

When you make a constitution saving throw you can expend 15 blood points to automatically succeed if it's poison related, or roll a mana die and add it to your total otherwise.

Ninjaku Poison (3rd stage poison)

prerequisite: tough interior

You gain a proficiency in poisoners tools, you can expend 35 blood points to apply poison to your blade and cause it's effects to be inflicted upon the target when you make your next attack.

Virulent Venom (4th stage poison)

prerequisite: ninjaku poison

You can expend 60 blood points to cause all creatures you've dealt poison damage to through wreath magic in the past hour to make a constitution saving throw or become paralyzed and take one mana die poison damage. They can repeat this save at the start of each of their turns, on a fail they take more poison damage

Martial Strike (1st stage force)

prerequisite: force element blade

You can expend 10 blood points after making a melee attack with a force wreath magic or after being attacked to make an unarmed strike. This unarmed strike also deals force damage and causes the target to be knocked back 5 feet on a hit.

Double Jump (2nd stage force)

prerequisite: force element blade

You can expend 5 blood points when in the air to swing your blade downward causing a burst of force to launch you up in the air a distance equal to your jump height. This ability can be used repeatedly.

Sundering Impact (3rd stage force)

prerequisite: double jump

You can expend 10 blood points to cast booming blade as an attack.

Continental Force (4th stage force)

prerequisite: sundering impact

You can expend 60 blood points to make a melee strike against a target with advantage. When this attack hits, the target goes flying back 60 feet and takes 6d6 force damage as well as a number of mana die force damage equal to half your proficiency bonus. (rounded down)

Thundering Strike (1st stage thunder)

prerequisite: thunder element blade

You can expend 10 blood points when you hit with a melee weapon attack with thunder wreath magic active to expend your bonus action to cast Thunderclap.

Thundering Dash (2nd stage thunder)

prerequisite: thundering strike

You can expend 15 blood points to dash as a bonus action.

Thundering Ripwave (3rd stage thunder)

prerequisite: thundering dash

You can expend 20 blood points upon making a melee weapon attack to knock them back 15 feet and create a boom of energy requiring each creature in 30 feet to make a constitution saving throw or become deafened for a number of rounds equal to your proficiency bonus. They can retry this save at the start of each of their turns, but when they fail the DC is increased by your proficiency bonus - their proficiency bonus.

Continental Force (4th stage thunder)

prerequisite: thundering ripwave

You can expend 60 blood points when attacking an enemy to cause a massive thundering roar, causing the effects of thundering ripwave. In addition the target is embedded 1 foot in the ground, requiring an action or burrowing speed to escape, and the ground cracks and makes the area in a 40 feet radius rough terrain for everyone but you.

Tongue of Acid (1st stage acid)

prerequisite: acid element blade

You can expend 10 blood points and use your action with acid wreath magic active to cast Tasha's Caustic Brew from your weapon.

Dissolving Blade (2nd stage acid)

prerequisite: tongue of acid

You can expend 10 blood points to cause your sword to be wreathed in acid that can be used to cut through non-magical and non-adamantite metals and other solid substances.

Flesh From Bones (3rd stage acid)

prerequisite: dissolving blade

You can expend 20 blood points to make any acid damage you deal this turn ignore resistances.

River of Acid (4th stage acid)

prerequisite: flesh from bones

You can expend 60 blood points to strike the ground causing a river of acid to leap from the ground. All enemies in a 100 foot line from you must make a DEX saving throw or take 4 mana die acid damage. The acid river lasts for 10 minutes and any creature, other than you, who passes over it must make a DEX saving throw or take 2 mana die acid damage. You on the other hand have your speed doubled while moving through these acid tiles.

Holy Light (1st stage radiant)

prerequisite: radiant element blade

While wreath magic for radiant is active on your weapon, it sheds bright light for 20 feet and dim light for an additional 20 feet.

Premiere Smite (2nd stage radiant)

prerequisite: holy light

You can, a number of times per long rest equal to your proficiency bonus, cast any paladin smite spell by expending a number of blood points equal to 15 * the spell's level.

Divine Healing (3rd stage radiant)

prerequisite: premiere smite

You can expend 30 blood points when dealing any damage to cause half of the damage dealt to be healed on an ally within 30 feet.

Radial Dash (4th stage radiant)

prerequisite: divine healing

You can expend 60 blood points to cause divine light to surround yourself for 1 minute, granting you a fly speed equal to twice your walking speed, and granting you 6 mana die worth of temporary hit points. Your attacks all deal one mana die additional radiant damage for the duration. If you take damage you must make a constitution saving throw as if you were maintaining concentration on a spell, you can add your wisdom to this saving throw and have advantage.

Shadow Spear (1st stage necrotic)

prerequisite: necrotic element blade

When you make a melee weapon attack with any wreath magic necrotic weapon you can instead expend 10 blood points to throw it at any target, treating it as a 60 foot range throwing weapon and using it's standard damage instead of improvised weapon damage.

Unholy Sapping (2nd stage necrotic)

prerequisite: shadow spear

When you deal necrotic damage to any target, you can expend 15 blood points gain a mana die of healing back to a maximum of half the damage dealt.

Last Stance (3rd stage necrotic)

prerequisite: unholy sapping

You can expend 20 blood points and your bonus action when you deal necrotic damage to cause the target to be unable to heal for 1 minute.

Nevermore (4th stage necrotic)

prerequisite: last stance

You can expend 60 blood points to infuse your sword with shadows. The area within 60 feet of you becomes magical darkness, and you can see through it as if it were dim light. You have advantage on attack rolls and deal two mana die additional necrotic damage. This lasts for 1 minute.

Heavenly Sunlight (1st stage solar)

prerequisite: all element blades no nebula, infinity, shadow, or time

You can channel the fundamental magic of your sword, you can expend 5 blood points to cast wreath magic to wreath your sword with solar flames, causing it to do fire damage that ignores resistances. This does not count as wreath magic for fire, instead it counts as wreath magic for solar.

Spirit of the Sun (2nd stage solar)

prerequisite: heavenly sunlight

When casting solar wreath magic, you can expend 1 blood point to cause it to deal any other type of damage, while still ignoring resistances.

Solar Purification (3rd stage solar)

prerequisite: spirit of the sun

You can expend blood points to add damage that ignores resistances and immunities to any attack you make with wreath magic. For each blood point, it adds one damage. This damage is of the same type as the current solar damage, if it's been changed by spirit of the sun, but the original damage of the attack does not ignore immunities, only the additional damage.

Adolla Burst (4th stage solar)

prerequisite: solar purification

The power of the sun courses through you. You can expend 60 blood points to triple your movement speed and the number of attacks you can make this turn. You do not provoke opportunity attacks and you have 2 additional bonus actions. Your weapon deals two mana die additional damage for every attack, and you have solar wreath magic active on every single attack this turn.

Using this ability grants one level of exhaustion when it ends. Using it a second time within one long rest, gives two levels of exhaustion. You cannot use it more times than this per long rest.

Serene Bright Void (1st stage nebula)

prerequisite: all element blades, no solar, infinity, shadow, or time

You can expend 5 blood points to cast wreath magic on your weapon to make the cosmic light of the universe invigorate your weapon. It deals radiant damage that ignores resistances. This does not count as wreath magic for radiant, instead it counts as wreath magic for nebula.

Blinding Starlight (2nd stage nebula)

prerequisite: serene bright void

You can expend 15 blood points when making a strike with wreath magic for nebula to cause the light from it to engulf everything nearby and require the target to make a CON saving throw with disadvantage, and other targets chosen by you within 30 feet must make a regular CON saving throw. On a fail for either saving throw, the target becomes blinded for 2 rounds of combat.

Universal Truth of Space (3rd stage nebula)

prerequisite: blinding starlight

You can expend 20 blood points while attacking with nebula wreath magic to phase your weapon through the reality of space. This attack ignores armor and shields. If the target only has natural armor, you ignore 1/4 of the armor class that the target has above 10 from their natural armor.

The Veil of the Vortex (4th stage nebula)

prerequisite: universal truth of space

You can expend 60 blood points to rip through the veil of space. Reality tears apart within 60 feet of you, all creatures of your choice in that area must make a CON saving throw and on a failed save take a mana die of radiant damage that cannot be reduced in any way and become blinded for 1 minute. On a successful save, they are not blinded and the damage is able to be reduced. You can move anywhere in this 60 feet instantly on your turn without expending movement and you are unable to provoke opportunity attacks. All of your attacks on this turn have wreath magic active and deal one mana die additional radiant damage that cannot be reduced in any way.

Stare into the Infinite (2nd stage infinity)

prerequisite: reality blink

You can expend 15 blood points while wreath magic for infinity is active to cause your weapon to extend into the infinite void. You do not provoke opportunity attacks by moving and you ignore the dexterity modifier to any creature's AC. If the creature does not have a dexterity modifier to it's AC, you instead deal a mana die additional damage.

Disappear from Reality (3rd stage infinity)

prerequisite: stare into the infinite

You can expend 25 blood points to blink out of reality. Until the start of your next turn, you cannot be attacked or effected by any spell. You also cannot make any reactions or attacks during this time. Before you blink back into reality, at the start of your next turn, you can move your full movement speed.

The Infinite Blade (4th stage infinity)

prerequisite: disappear from reality

You can expend 60 blood points to turn your weapon and yourself into infinity. This effect lasts for this turn, and your movement speed becomes 1 mile. If you move this turn, you break the sound barrier, causing a boom that can be heard for 7 miles. Any creature you choose within 1 mile, must make a CON saving throw or be deafened for 1 minute. All strikes this turn crit on an 18, 19, or 20. On a crit, you can decapitate any creature that you crit on, in the same manner of a vorpal blade. If you have a vorpal blade, you also crit on a 17. All of your attacks deal 1 mana die additional damage, and wreath magic is active for all of your attacks.

You can use this ability once per long rest. You gain one level of exhaustion after using it.

Black Blade (1st stage shadow)

prerequisite: all element blades, no solar, nebula, infinity, or time

You can choose to activate wreath magic for shadow on any attack for no cost. Doing this causes the weapon to deal necrotic damage and it crits on a 19 as well as a 20. It also deals 1d4 additional damage.

Encompassing Void (2nd stage shadow)

prerequisite: black blade

You can expend 10 blood points to make your weapon become engulfed in shadow. When you do so, every 5x5 space you enter during your turn becomes engulfed in shadow for 5 minutes. The shadows in this space cause any creature in them to be engulfed in magical darkness, and only you can see through it. You can see through these shadows as if they were bright light even if the area surrounding them is dark anyways.

Shadow Strike (3rd stage shadow)

prerequisite: encompassing void

You can expend 15 blood points to use your reaction to attack any creature that enters the shadows you have created, provided you are also in shadow. You do not need to be within range to attack this creature. You can also teleport to the location of any creature in your shadows provided you are also in shadows without expending any blood points.

Crippling Void (4th stage shadow)

prerequisite: shadow strike

You can expend 60 blood points to cause your shadows to ripple. All targets currently in shadow take 3 mana die necrotic damage. These targets must make a CON saving throw on a failure, they become unable to leave your shadows for 1 minute unless they take an action to retry the saving throw. Finally, your shadows extend for 5 feet in every direction from where they currently are.

Chrono Blade (1st stage time)

prerequisite: all element blades, no solar, nebula, infinity, or shadow

You can wreath magic for time. It deals psychic damage. This wreath magic crits on a 19, 18, and 17 as well as a 20. If the crit is on an 17 or 18 you must expend 15 blood points to get the benefits of the crit.

Time Warp (2nd stage time)

prerequisite: chrono blade

You can expend 20 blood points to see the future. You can add your proficiency bonus to either the next saving throw you make, or to your AC for the next attack you receive. Whichever comes first.

Predicted Outcome (3rd stage time)

prerequisite: time warp

You can expend 15 blood points when anyone uses a reaction to ignore the effects.

You can also expend 30 blood points when a legendary action is used to ignore the effects.

Truest Strike (4th stage time)

prerequisite: predicted outcome

You can expend 60 blood points when making a melee attack. You ignore dexterity for AC on this attack and it automatically uses wreath magic for time on it. You make this attack with advantage and deal eight mana die additional damage. This attack ignores resistances and immunities.

 

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